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®

FANTASY ADVENTURE GAME

By Gary Gygax and Dave Arneson


Edited by Tom Moldvay and Chris Perkins
A compiled volume of information for players and referees of Dungeons & Dragons, including character classes, equipment costs
and descriptions, information on adventuring and combat, spell lists and descriptions, monstrous adversaries, and both mundane
and magical treasure.

Acknowledgements: The authors and editors wish to extend their thanks to the following individuals who helped make this book possible through their
ideas and contributions: Brian Blume, Dave Cook, Ernie Gygax, Allen Hammack, Kevin Hendryx, Harold Johnson, Tim Kask, Jeff Key, Rob Kuntz, Alan
Lucien, Steve Marsh, Frank Mentzer, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick Price, Paul Reiche III, Evan Robinson, Gordon Schick,
Lawrence Schick, Edward G. Sollers, Don Snow, Stephen D. Sullivan, Ralph Wagner, Jim Ward, Jean Wells, and Bill Wilkerson.

Special thanks to Harold Johnson and Frank Mentzer for their care and dedication in reorganizing and fine tuning this book..

Artists: Darlene Pekul, Jeff Dee, David S. LaForce, Jeff Easley, Larry Elmore, Jim Holloway, Erol Otus, Keith Parkinson, Roger Raupp, Jim Roslof, David C.
Sutherland III, David A. Trampier, Timothy Truman, and Bill Wilingham

Cover Illustrator: Erol Otus

First Printing: March 2021

Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, all of the Wizards of the Coast product names, and their
respective logo are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of
Wizards of the Coast. This material is protected under the copyright law of the United States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

© 2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 980507-0707, USA.
TABLE OF CONTENTS

FOREWARD Food and Water 69 Map: Gnome Lair 172


Ability Checks 69 Creating an NPC Party 173
CHAPTER 1: INTRODUCTIONS Strength Checks 70 Wandering Monsters 173
How to Use this Book 1 Intelligence Checks 70 Dungeon Mastering as a Fine Art 179
Definitions 1 Wisdom Checks 71
Use of the Word "Level" 2 Dexterity Checks 71 APPENDIX A: ADVANCED OPTIONS
How to Use the Dice 2 Constitution Checks 72 Druids 182
How to "Win" 2 Charisma Checks 72 Gnomes 185
Background Careers (Optional) 72 Half-Elves 186
CHAPTER 2: CHARACTER CREATION Saving Throws 73 Half-Orcs 186
How to Create a Player Character 3 Retainers, Specialists, and Mercenaries 75 Monks 187
Summary 3 Paladins 188
Sample Character Rough Draft 4 CHAPTER 5: THE ENCOUNTER Rangers 189
Character Ability Scores 5 Planned Encounters 77 Multiclassing 190
Ability Score Adjustments 5 Random Encounters 77
Hit Points and Hit Dice 5 Encounter Reactions 78 APPENDIX B: THE PLANES OF EXISTENCE
Ability Modifiers 6 Social Interaction 79 The Planes of Existence 191
Character Class Overview 7 Combat 79 Arrangement of the Planes 191
Clerics 8 Melee and Missile Attacks 81 Interplanar Adventures 191
Dwarves 9 Attack Rolls 82 The Ethereal Plane 191
Elves 10 Combat Ability Checks 83 The Elemental Planes 192
Fighters 11 Special Combat Rules 83 Magic in the Inner Planes 192
Halflings 12 Damage and Healing 84 The Astral Plane 193
Magic-users 13 Morale (Optional) 85 The Outer Planes 193
Thieves 14 Example of Combat 86 Beyond the Multiverse 193
Alignment 15
Equipment 16 CHAPTER 6: MONSTERS APPENDIX C: GLOSSARY
Character Details 21 General Terms 87 Glossary of Terms 194
Example of Creating a Player Character 22 Monster Descriptions 89
Sample Character Sheet 23 APPENDIX D: INPIRATIONAL READING
CHAPTER 7: REWARDS Adult Fantasy 196
CHAPTER 3: SPELLS Giving Experience Points 147 Young Adult Fantasy 196
Preparing and Casting Spells 24 Treasure 147 Nonfiction 196
Acquiring New Spells 24 Coins, Gems, and Jewelry 149 Short Story Collections 196
Casting Spells 25 Magic Items 149
Spell Descriptions 25 Magic Item Descriptions 152 CHARACTER RECORD SHEET 197
Cleric Spells 26 Castles, Strongholds, and Hideouts 160
Magic-User and Elf Spells 39 Magical Research and Production 161

CHAPTER 4: THE ADVENTURE CHAPTER 8: DUNGEON MASTER INFORMATION


Beginning the Adventure 64 Creating a Dungeon 162
Party Size and Composition 64 Sample Dungeon: The Haunted Keep 164
Time 65 Sample Dungeon Expedition 168
Movement 65 Desiging a Wilderness 169
Encumbrance 67 Sample Wilderness Key and Map 170
Light 67 Map: The Grand Duchy of Karameikos 171
Natural Hazards and Traps 68 Terrain Symbols 172
FOREWARD
I was busy rescuing the captured maiden when the dragon showed up. Fifty feet of scaled
terror glared down at us with smoldering red eyes. Tendrils of smoke drifted out from between
fangs larger than daggers. The dragon blocked the only exit from the cave.
Sometimes I forget that D&D® Fantasy Adventure Game is a game and not a novel I’m reading
or a movie I’m watching. The original D&D rules are a classic. They gave the first gaming system
for fantasy role playing and, in my opinion, are still the best set of rules on the market. When I
revised the rules, I tried to maintain the spirit of the earlier rules.
Those rules were written for people with a background of gaming experience. This revision was
designed to be easily read and used by individuals who have never before played a
roleplaying game.
In the half-dozen years since the original rules were published, the TSR staff has answered
thousands of rule’s questions. The answers helped find problem areas in those rules, areas which
could either stand minor improvements or were difficult for novice gamers to understand. This
revision was aided not only by the collected gaming experience of TSR personnel but by the
gaming experience of the thousands of players and DMs who sent us letters in the mail.
The D&D game has neither losers nor winners, it has only gamers who relish exercising their
imagination. The players and the DM share in creating adventures in fantastic lands where
heroes abound, and magic really works. In a sense, the D&D game has no rules, only rule
suggestions. No rule is inviolate, particularly if a new or altered rule will encourage creativity and
imagination. The important thing is to enjoy the adventure.
I unwrapped the sword which the mysterious cleric had given me. The sword was golden-tinted
steel. Its hilt was set with a rainbow collection of precious gems. I shouted my battle cry and
charged.
My charge caught the dragon by surprise. Its titanic jaws snapped shut inches from my face. I
swung the golden sword with both arms. The sword blade bit into the dragon’s neck and
continued through to the other side. With an earth-shaking crash, the dragon dropped dead
at my feet. The magic sword had saved my life and ended the reign of the dragon-tyrant. The
countryside was freed, and I could return as a hero.
Tom Moldvay
3 December 1980
CHAPTER 1: INTRODUCTION All of this material has been carefully thought out and playtested.
However, if, after playing the rules as written for a while, you or your
DUNGEONS & DRAGONS® Fantasy Adventure Game (“D&D® Game” referee (the Dungeon Master) think that something should be
for short) is a roleplaying adventure game for persons 10 years and changed, first think about how the changes will affect the game, and
older. In the D&D rules, individuals play the role of characters in a then go ahead. The purpose of these “rules” is to provide guidelines
fantasy world where magic is real, and heroes venture out on that enable you to play and have fun, so don’t feel absolutely bound
dangerous quests in search of fame and fortune. Characters gain to them.
experience by overcoming perils and recovering treasures. As
characters gain experience, they grow in power and ability. Definitions of Standard D&D® Terms
At least two persons are needed to play this game, though the game These terms will be used throughout the rest of this book; they are also
is most enjoyable when played by a group of four to eight people. This in the GLOSSARY at the end of this book. When a group plays a D&D
game, unlike others, does not use a playing board or actual playing game, one person acts as a referee and is known as the Dungeon
pieces. All that is needed to play are these rules, a set of polyhedral Master (DM). Others play the roles of fantasy characters and are
dice, pencil and paper, graph paper, and imagination. The game called the players. Each player’s character is called a player
may be more exciting if miniature figures of the characters and character (PC). Other characters met in the game, who are controlled
monsters are used, but the game can be played without such aids. by the DM, are called non-player characters (NPCs). A group of
characters (PC and NPC) who travel together is called a party.
How to Use this Book It is the DM’s job to prepare the setting for each adventure before the
This book contains all the rules necessary to play the DUNGEONS & game begins. This setting is called a dungeon since many adventures
DRAGONS® Fantasy Adventure Game. It has been organized into take place in underground caverns or stone rooms beneath old ruins
eight parts plus three appendices. or castles. The dungeon is carefully mapped on paper (usually graph
paper). A dungeon may be designed by the DM or may be a
CHAPTER 1: INTRODUCTION, explains general background information purchased dungeon (called a module). Whether creating a new
and defines many of the terms used. These and other terms are dungeon or carefully studying a module, the DM must be willing to
collected and defined in APPENDIX B. spend more time in preparation than the players. The DM’s job takes
the most time, but it is also the most creative and rewarding.
CHAPTER 2: PLAYER CHARACTER INFORMATION, explains how to create
a player character and is arranged in numbered, easy-to-follow steps. The players will create characters by following the instructions given in
CHAPTER 2: PLAYER CHARACTER INFORMATION. Each player will
CHAPTER 3: SPELLS, lists magic-user, elf, and clerical spells along with a
choose a class (profession) for their characters. The classes are chosen
description and notes on the use of each spell.
by looking carefully at the abilities of each character. When the DM
CHAPTER 4: THE ADVENTURE, is filled with general information useful to has prepared a dungeon and the players have created their
all the players. characters, the game is ready to begin.

CHAPTER 5: THE ENCOUNTER, deals with interactions with both monsters Each game session is called an adventure. An adventure lasts for as
and other people. Most of the action in D&D games take place during long as the players and the DM agree to play. An adventure begins
encounters, so this section includes rules for social interaction, combat, when the party enters a dungeon and ends when the party has left
ability checks, and Saving Throws. the dungeon and divided up treasure. An adventure may run for only
an hour, or it might fill an entire weekend! The amount of playing time
CHAPTER 6: MONSTERS, contains descriptions and explanations of over depends on the desires of the players and the DM. Several related
100 monsters, arranged alphabetically. adventures (one adventure leading to another, often with the same
player characters) is called a campaign.
CHAPTER 7: REWARDS, explains Experience Point awards and the
different types of treasure and many magical items which the player At the start of the game, the players enter the dungeon, and the DM
characters may find during their adventures. describes what the characters can see. One player should draw a
map from the DM’s descriptions; that player is called the mapper. As
CHAPTER 8: DUNGEON MASTER INFORMATION, gives a step-by-step
the player characters move further into the dungeon, more and more
design of a sample dungeon level plus tips to help the referee. This
of the dungeon is mapped. Eventually, the DM’s map and the players’
section also gives rules for adventuring in the wilderness outside of the
map will look more or less alike.
dungeons.
To avoid confusion, the players should select one player to speak for
APPENDIX A: ADVANCED OPTIONS, gives entirely optional rules to add
the entire group or party. That player is named the caller. When
added classes and other options from the Advanced Dungeons and
unusual situations occur, each player may want to say what his or her
Dragons® game to your D&D game.
character is doing. The caller should make sure that he or she is
APPENDIX B: GLOSSARY, explains commonly used game terms. accurately representing all the player characters’ wishes. The caller is
a mediator between the players and the DM and should not judge
APPENDIX C: INSPIRATIONAL READING lists works of fiction and what the player characters should do.
nonfiction that serve for the imagination of D&D players.
As details of the dungeon are revealed, the player characters will
These rules explain the different player character classes (professions) meet “monsters” which they will have to avoid, talk to, or fight. A
from the 1st to the 20th level of experience. (These and other terms will monster is any animal, person, or supernatural creature that is not a
be explained later in this book.) player character. A monster may be a ferocious dragon or a humble
merchant. For game purposes, any creature that is not a player
Read the whole book through (though players, other than the
character is a monster. Human monsters are typically called non-
Dungeon Master, should refrain from reading past CHAPTER 5). D&D
player characters (or NPCs) to separate them from other monsters.
rules all fit together, and rules that seem confusing at first will become
more understandable when used with the rest of the game. This is not A meeting between player characters and monsters is called an
like any other game you have ever played before: it is more important encounter. During an adventure the player characters will also
that you understand the ideas in the rules than that you know every discover treasure and try to avoid dangerous traps as well as
detail about the game. When you understand how they work, the rules encounter monsters. Sometimes, of course, the player characters will
will become more understandable. have to fight monsters. Such a fight is referred to as a melee.
While the material in this book is referred to as rules, that is not really In D&D rules, player characters try to gain experience, which is earned
correct. Anything in this book (and other D&D books) should be as experience points (or XP). Experience points are given out by the
thought of as changeable - anything, that is, that the Dungeon Master DM at the end of each adventure. Player characters continue to gain
or referee thinks should be changed. This is not to say that everything experience points for each adventure they participate in.
in this book should be discarded!

CHAPTER 1: INTRODUCTION 1
Use of the Word “Level” How To “Win”
The word “level” has several different meanings in D&D® Adventure “Winning” and “losing”, things important to most games, do not apply
Game. to D&D games! The DM and the players do not play against each
other, even though the DM often plays the role of various monsters
EXPERIENCE: A “level of experience” is a general term meaning an which threaten the player characters. The DM must not take sides. He
amount of experience points. When a character earns a given or she is a guide and a referee, the person who keeps the action
amount of experience points (XP), that character gains one level of flowing and creates an exciting adventure. Player characters have
experience. All player characters usually begin the game at the first fun by overcoming fantastic obstacles and winning treasure, but this
level of experience and will gain levels of experience through does not end the game. Nor is the game “lost” when an unlucky
adventures. player’s character dies, since the player may simply “roll up” a new
MONSTERS: A “monster level” indicates how tough and ferocious a character and continue playing. A good D&D campaign is similar to
type of monster is. A monster’s level is equal to the number of Hit Dice the creation of a fantasy novel, written by the DM and the players.
(a measure of how much damage a monster can take and still survive;
see CHAPTER 6: MONSTERS on page 87) it has. Some monsters have
special powers, and the DM may consider them one “monster level”
(or Hit Die) higher than the number of their Hit Dice.

SPELLS: The term “spell level” indicates the difficulty of a magic spell.
For example, Light is a first level spell, but Continual Light (a more
difficult version of Light) is a third level spell.

DUNGEONS: “Dungeon level” is used to refer to the depth of one floor


of a dungeon and gives an idea of how difficult the dungeon area is.
For example, the 3rd level of a dungeon would mostly contain monsters
with 3 Hit Dice, but the 1st level of a dungeon would mostly contain
easier (1 Hit Die) monsters.
These uses of the word “level” will become quite familiar to the players
once they have played a few games.

How To Use the Dice


In D&D rules, many different kinds of dice are used to give a variety of
results. Though these dice appear strange at first, they will quickly
become a familiar part of the game. Polyhedral dice sets include a 4-
sided die, a 6-sided die, an 8-sided die, one or two 10-sided dice, a
12-sided die, and a 20-sided die. For easy reading, all dice are marked
with numbers instead of pips (dots).
When referring to dice, an abbreviation is often
used. The first number in the abbreviation is the
number of dice to be rolled, followed by the letter
“d” (short for die or dice), and then a number for
the type of dice used. For example, 5d8 means an
8-sided die thrown 5 times and would generate a
total from 5 to 40.
The d4 looks like a pyramid. The best way
to “throw” or roll a 4- sided die is to spin it
and toss it straight up. It will land on one
face (side) with three faces showing. The
bottom number on each of the three
faces is the same; this number is the result
of the throw.

The other dice are rolled normally,


and the top face gives the result.
The 0 on the d10 is read as “10”. The
d10 can also be used to generate a
percentage (a number from 1 to
100). To do so, roll the d10 twice: the
first roll gives the “tens” number, and
the second roll gives the “ones”
number. For example, a roll of 5
followed by a roll of 3 would be read
as 53. A roll of 0 followed by another
roll of 0 equals 100. Generating a
number from 1 to 100 will be referred
to as rolling percentage dice (or
d%).

CHAPTER 1: INTRODUCTION 2
CHAPTER 2: CHARACTER CREATION 6. Consult the table of Ability Modifiers (page 6) and make a note
of the resulting modifiers next to exceptional ability scores.
7. Set aside a section of the paper for Experience Points or XP. As a
new character, mark down “0” for the number of starting XP. For
future reference, make a note of the number of XP needed to
advance to second level (2,500 XP).
8. Determine the number of Hit Points your character. At 1st level,
your character has 1 Hit Die, and the die type is determined by
your class. You add your Constitution modifier to this die roll to
determine your Hit Point maximum. Record the number in a
special area marked Hit Points or hp.
9. Read the section on Character Alignment (page 15) and choose
an alignment for your character. Record the alignment next to
your character’s name.
10. Roll to determine your starting wealth. The Equipment Section
(page 16) shows how to determine starting wealth (in gold
pieces) for each class. Roll for the number of gold pieces
(abbreviated gp) that your character starts with and record this
Record this amount in a section marked Money or gp. This will be
used to purchase equipment for your adventures.
11. Consult the tables with the costs of Armor, Weapons, and
Equipment (pages 16-20) and “buy” whatever equipment your
character desires, within the limits of his or her starting amount of
gp and class restrictions (for example, magic-users may not wear
armor). Write down the equipment you have purchased on the
back of the paper.
With the exception of the Dungeon Master, each person playing
12. Now that you know what type of armor your character will be
Dungeons & Dragons creates a character to use during the game. To
wearing, check the Armor section (page 16), and write down the
create this character the player begins by simply imagining the type
number of your character’s Armor Class in a section marked
of character he or she desires to play, be it a wandering barbaric
Armor Class or AC.
fighter, reclusive magic-user, traveling dwarf, noble elf, dastardly thief,
or virtuous knight. 13. Determine your character’s Attack Modifiers for melee (hand-to-
hand) and missile (ranged) attacks by adding together your
Decide, in a general manner, the type of character desired. Literature,
class’s Attack Bonus and Strength modifier, for melee attacks, or
film, theater, and comic books are rife with examples of heroes and
Dexterity modifier, for missile attacks. The fighter, elf, dwarf, and
villains that players can draw upon for inspiration for their characters.
halfling classes all start with an Attack Bonus of 1 at 1st level.
Yet, as the creator of your own character, you can build upon these
CHAPTER 5: THE ENCOUNTER contains an explanation of these
examples to create complex villainous or noble characters. Stretch
numbers and how they are used.
your imagination! Create the character as you imagine him to be. In
the end, imagination is the only limit when creating a persona. 14. Note the Class Bonuses granted by your class next to the ability
scores indicated in the class description. Each class grants a +2
The player begins by generating ability scores with dice rolls. Ability
bonus to all ability checks, including Saving Throws, made with
scores define the character’s physical and mental traits. Next the
these two abilities. CHAPTER 5: THE ENCOUNTER contains an
player chooses a class, or profession, for the character that best fits
explanation of ability checks, including Saving Throws, and how
how the character is imagined. In the same manner the player
they are used.
chooses a race which best fits both the persona and class desired.
Lastly the player fills in the details: examples include technical game- 15. If you have not already done so, name your character. If any
related aspects of the character, such as combat bonuses, as well as problems have come up while creating your character, double-
the character’s persona and history. These steps are outlined below check with the example of character creation on page 22.
and detailed in their appropriate sections.
Summary:
How To Create A Player Character
1. On a blank sheet of paper, write down the names of the six player 1. Choose a class; note class abilities and spells
character abilities: Strength, Intelligence, Wisdom, Dexterity,
Constitution, and Charisma (in that order). If a Dungeons &
Dragons Character Record Sheet is being used, the six names will 2. Roll for ability scores.
already be printed on the sheet. It may be useful to glance at the
example character record sheet hereafter (page 23) to see the
form that such a sheet takes.
3. Adjust scores as desired; note modifiers for
2. Read the sections on Character Abilities (page 5) and Character
high and low scores.
Classes (pages 7-14) and choose a class which best suits your
character. 4. Roll for Hit Point and add your Constitution
3. Roll four six-sided dice (4d6). Discard the lowest die and total the modifier.
remaining three (for a result of 3 to 18). Repeat this five more
times, and then assign the six numbers to the character’s abilities
based on your chosen class and how you envision your 5. Roll for money and equip your character.
character.
4. Write down any abilities your character possesses because of the 6. Find Armor Class, as well as modifiers to attack
class, for future reference (keeping in mind that your character is rolls, damage rolls, and Saving Throws
1st level). Magic-users and elves should choose their starting spells,
consulting the section on Magic-user and Elf Spells (pages 39-63).
5. Read the section on Ability Score Adjustments (page 5), and then 7. Name your character.
adjust your character’s ability scores, if so desired.

CHAPTER 2: CHARACTER CREATION 3


Character Ability Scores STRENGTH (STR) may be lowered by clerics, elves, halfings, magic-
users, and thieves in order to raise a prime requisite of their class.
After choosing a class - that type of adventurer which the player
would most like the character to be - the player should roll the six ability INTELLIGENCE (INT) may be lowered by clerics, dwarves, fighters,
scores for a character. One or two abilities are the most important to halflings, and thieves in order to raise a prime requisite of their class.
each character class. The abilities most important to a class are called
the prime requisites for that class. The higher the prime requisite score, WISDOM (WIS) may be lowered by dwarves, elves, fighters, halflings,
the more successful that character will generally be in that class. magic-users, and thieves in order to raise a prime requisite of their
class.
When assigning ability scores, the player should assign his or her
highest ability scores to those that are the prime requisite(s) for their DEXTERITY (DEX) may be lowered by clerics, dwarves, fighters, and
chosen class. The six ability scores, and their use as prime requisites, are magic-users in order to raise a prime requisite of their class.
explained hereafter:
CONSTITUTION (CON) may not be lowered, though it may be raised by
STRENGTH (STR): “Strength,” abbreviated as STR, is a measure of muscle dwarf and halfling characters.
power and the ability to use that power. Any character with a Strength
score of 13 or above should consider one of the following classes: CHARISMA (CHR) may not be raised or lowered.
fighter or dwarf. Strength is the prime requisite for the classes of fighter,
and one of the two prime requisites for the dwarf class. Example: A magic-user may lower a Strength score of 15 to 9 (a drop
of 6 points) in order to raise an Intelligence score of 15 to 18 (a raise of
INTELLIGENCE (INT): “Intelligence,” abbreviated as INT, is the ability to 3 points).
learn and remember knowledge, and the ability to solve problems.
Characters with an Intelligence score of 13 or above should consider
the classes of magic-user or elf. Intelligence is the prime requisite for Hit Points and Hit Dice
magic-users, and one of the prime requisites for elves.
Hit Points represent the number of “points” of damage a character or
monster can take during battle before dying. Any creature reduced
WISDOM (WIS): “Wisdom,” abbreviated as WIS, refers to inspiration,
to 0 Hit Points (or less) is dying. The combat process is explained in
intuition, common sense, and shrewdness. Wisdom aids in solving
CHAPTER 5: THE ENCOUNTER (on pages 77-86). For now, it is enough to
problems when Intelligence is not enough. A character with a Wisdom
realize that the more Hit Points a character has, the better the chance
score of 13 or greater should consider the class of cleric since Wisdom
he or she has to survive a battle.
is the prime requisite of that class.
On the average, fighters, dwarves, and halflings will have the most Hit
DEXTERITY (DEX): “Dexterity,” abbreviated as DEX, is a measure of Points; clerics, elves, and thieves will have average Hit Points; and
speed and agility. A character with a high Dexterity score is “good magic-users will have the least Hit Points.
with his hands” and has a good sense of balance. A character with a
Dexterity score of 13 or greater should consider the classes of thief, elf, ROLLING HIT POINTS: When starting out, each character rolls one Hit
and halfling. Dexterity is the prime requisite of thieves and one of the Die, using the type of die given for the character class. If the player
prime requisites of the elf and halfling classes. prefers, he or she may choose to take the average number of Hit
Points for that level (shown beside each Hit Die on their character class
CONSTITUTION (CON): “Constitution,” abbreviated as CON, is a table) rather than roll for Hit Points.
combination of health and endurance (the ability to hold up under
Example: A 1st level fighter may either roll a d8 when they roll for Hit
pressure). It directly influences every class, possibly changing the
Points or may take 5 Hit Points.
number of Hit Points a character has. Constitution is one of the prime
requisites for dwarves and halflings. Upon reaching second level, the character rolls the same type of die
(or chooses the average number of Hit Points) a second time and adds
CHARISMA (CHR): “Charisma,” abbreviated as CHR, is a combination the result to the first roll. This process is repeated at each new level. The
of appearance, personal charm, and leadership ability. It helps the result of each new Hit Die roll is always added to the total of the other
DM decide exactly how a monster will react to a player character. If Hit Die rolls.
also affects the number of retainers a character can hire (see page
75), and the morale (see page 75) of these hirelings. Charisma is not a At each level after 9th, characters get a set number of Hit Points added
prime requisite for the classes presented herein. to their total Hit Points and no longer roll a Hit Die.

CONSTITUTION MODIFIERS TO HIT POINTS: Your Constitution modifier


Ability Score Adjustments contributes to your Hit Points. At levels 1 through 9 you add your
It is possible to raise one’s score in a prime requisite by lowering the Constitution modifier to each Hit Die you have, whether you roll for Hit
scores of some of the other abilities. This adjustment shows that a Points or choose to take the average Hit Point result for that Hit Die
character may practice hard and learn how to fight or reason well, type. In either case, a character with a negative Constitution modifier
but at the cost of not developing another ability. may never gain less than 1 Hit Point per Hit Die when advancing in
level.
When adjusting abilities, no score may be lowered below 9. When an
At each level after 9th, characters get a set number of Hit Points added
adjustment is made, a prime requisite ability will be raised 1 point for
to their total Hit Points and no longer add their Constitution Modifier
every 2 points that the adjusted ability is lowered.
their Hit Point total.

CHAPTER 2: CHARACTER CREATION 5


Ability Modifiers Wisdom modifiers to Wisdom ability checks (page 71) include those to
Wisdom Saving Throws (pages 73-74) against Cleric Spells, Confusion,
Ability scores range from 3 to 18. The table below shows the ability Gaze Attacks, Petrification, and Polymorph.
modifiers for all ability scores, ranging from -3 to +3. The ability modifier
is the number you apply to the d20 die roll made when your character DEXTERITY (DEX)
tries to do something related to that ability (this is called an ability Score Ability Modifier
check). You also use the modifier with some numbers that aren’t die 3 -3 to missile attacks rolls, Armor Class, and DEX checks
rolls. A positive modifier is called a bonus, and a negative modifier is 4-5 -2 to missile attacks rolls, Armor Class, and DEX checks
called a penalty. 6-8 -1 to missile attacks rolls, Armor Class, and DEX checks
The Class Bonuses granted by each class also modify ability checks, 9-12 No adjustment due to STR
including Saving Throws, made with the listed ability scores. These 13-15 +1 to missile attacks rolls, Armor Class, and DEX checks
bonuses do not modify the ability scores that you rolled (see page 3), 16-17 +2 to missile attacks rolls, Armor Class, and DEX checks
only d20 die rolls made when performing tasks or making Saving 18 +3 to missile attacks rolls, Armor Class, and DEX checks
Throws that use these abilities. Ability checks are explained in more Dexterity modifiers apply only to missile combat attack rolls (see page
detail on page 69-72. 81-82). Dexterity modifiers are also applied to a character’s Armor
Class (page 16) and initiative checks (page 80).
STRENGTH (STR)
Dexterity modifiers to Dexterity ability checks (page 71) include those
Score Ability Modifier
to Dexterity Saving Throws (pages 73-74) against Breath Weapons and
3 -3 to melee attack and damage rolls, and to STR checks
Traps.
4-5 -2 to melee attack and damage rolls, and to STR checks
6-8 -1 to melee attack and damage rolls, and to STR checks
CONSTITUTION (CON)
9-12 No adjustment due to STR
13-15 +1 to melee attack and damage rolls, and to STR checks Score Ability Modifier
16-17 +2 to melee attack and damage rolls, and to STR checks 3 -3 point per Hit Die. -3 to CON checks
18 +3 to melee attack and damage rolls, and to STR checks 4-5 -2 point per Hit Die. -2 to CON checks
6-8 -1 point per Hit Die. -1 to CON checks
Regardless of modifiers, any successful hit will always do at least 1 point
9-12 No adjustment due to CON
of damage. All Strength modifiers apply only to melee (hand-to-hand)
13-15 +1 point per Hit Die. +1 to CON checks
combat attack and damage rolls (see pages 81-82).
16-17 +2 point per Hit Die. +2 to CON checks
Strength modifiers to Strength ability checks (page 70) include those 18 +3 point per Hit Die. +3 to CON checks
to Strength Saving Throws (page 73-74) against Paralysis and
Hit Die adjustments are used whenever a player rolls to determine a
Constriction.
character’s Hit Points. No Hit Die roll may be adjusted below 1,
INTELLIGENCE (INT) regardless of the adjustments. The character no longer rolls a Hit Die
nor adds their Constitution Modifier to Hit Die Rolls after 9th level.
Score Ability Modifier
3 -3 to INT checks. Can barely speak 1 language Constitution modifiers to Constitution ability checks (page 72) include
4-5 -2 to INT checks. Speaks 1 language. Illiterate those to Constitution Saving Throws (pages 73-74) against Energy
6-8 -1 to INT checks. Literate in 1 language Drain, Disease, and Poison.
9-12 No adjustment due to INT. Literate in starting languages
13-15 +1 to INT checks. Literate in starting languages plus 1 extra CHARISMA (CHR)
16-17 +2 to INT checks. Literate in starting languages plus 2 extra Score Ability Modifier Maximum # of Retainers
18 +3 to INT checks. Literate in starting languages plus 3 extra 3 -3 to CHA checks. 1
Intelligence modifiers to Intelligence ability checks (page 70) include 4-5 -2 to CHA checks. 2
those to Intelligence Saving Throws (pages 73-74) against magic-user 6-8 -1 to CHA checks. 3
Spells and Illusions. 9-12 No adjustment due to CHA. 4
13-15 +1 to CHA checks. 5
Starting Languages: Humans typically know two native languages: 16-17 +2 to CHA checks. 6
Common and their alignment language (see Languages, page 21). 18 +3 to CHA checks. 7
Demi-humans know several languages, as explained in the class
descriptions (pages 9-12). Characters with exceptional Intelligence Charisma modifiers to Charisma ability checks (page 72), including
scores (13 or higher) gain additional starting languages and are those made to during Social Interactions (page 79) and when making
literate in all starting languages. Charisma Saving Throws (pages 73-74) against Death Attacks, Charm,
and Fear.
WISDOM (WIS)
Charisma also determines the maximum number of hirelings a
Score Ability Modifier character may employ. It also affects the Morale Score (page 75) of
3 -3 to WIS checks these hirelings.
4-5 -2 to WIS checks
6-8 -1 to INT checks
9-12 No adjustment due to WIS
13-15 +1 to WIS checks
16-17 +2 to WIS checks
18 +3 to WIS checks
Character Class Overview Level of Experience
1
Experience Points Needed
0
Most D&D characters, including the non-player characters (NPCs) that 2 2,500
your characters will meet over the course of their adventures, will be 3 5,000
humans. A human may be a cleric, fighter, magic-user, or thief. 4 10,000
Humans are the most widespread of all races. The human traits of 5 20,000
curiosity, courage, and resourcefulness have helped them to adapt, 6 40,000
survive, and prosper everywhere they have gone. 7 80,000
Some players may wish to have demi-human characters (elves, 8 150,000
dwarves, or halflings). Each type of demi-human is a class in itself. The 9 240,000
demi-human races are cousin species to humans. 10 360,000
11 450,000
Each character class is further explained hereafter, in the pages that 12 600,000
follow. Each class writeup includes both a Class Table and a Class 13 800,000
Description. The Class Tables give the official name of each level in 14 1,000,000
each character class or profession. They also give the type and 15 1,250,000
number of Hit Dice used to determine the Hit Points for each class. 16 1,500,000
Descriptions of abilities for each class follow each character class 17 1,750,000
table. The classes are listed in alphabetical order. 18 2,000,000
19 2,250,000
The following chart shows the number of Experience Point (XP) needed 20 2,500,000
for characters to advance in level in any of the listed character
classes.

CHAPTER 2: CHARACTER CREATION 7


Clerics punishment could take many forms; some examples are a -1 penalty
on attack rolls, sending the cleric on a dangerous quest, or refusing to
Prime Requisite: Wisdom 9 give the cleric any spells at all! The DM may decide what the
Hit Die Type: d6 (4) punishment might be in such a case. To regain the favor of the deity,
a cleric might find it wise to donate money and magic items to the
Class Abilities: Spell Use, Turn Undead, Stronghold religion, build a church or temple, gain large numbers of converts, or
Class Bonuses: +2 to Wisdom and Charisma ability checks defeat some great foe of the religion. Again, the exact details are left
to the DM.
Movement Rate: 40’ per round
Permitted Armor: All armor and shields SPELL USE: A cleric casts spells. The spells available are listed on the
Permitted Weapons: Club, heavy mace, mace, quarterstaff, cleric spell list (page 26). A cleric is limited to a certain number of spells
sling, throwing hammer, and war hammer of each spell level per day. The table below shows the number of spells
per day a character of the class may prepare. Clerics prepare spells
each day through prayer to his or her deity or deities. This process is
covered in greater detail on page 24 of CHAPTER 3: SPELLS.
A cleric’s spell Saving Throw Difficulty Class (or DC) equals 10 plus the
cleric’s Experience Bonus (see page 69).

CLERIC SPELL TABLE


Spell Level
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2
2 3
3 3 1
4 3 2
5 4 2 1
6 4 3 2
7 4 3 2 1
8 4 3 3 2
9 5 4 3 2 1
10 5 4 3 3 2
11 5 4 4 3 2 1
12 5 4 4 3 3 2
13 5 5 4 4 3 2 1
14 5 5 4 4 3 3 2
15 5 5 5 4 4 3 2 1
16 5 5 5 4 4 3 3 1
17 5 5 5 5 4 4 3 2 1
18 5 5 5 5 4 4 4 2 1
19 5 5 5 5 5 4 4 3 1
20 5 5 5 5 5 4 4 3 2

CLERIC CLASS TABLE TURN UNDEAD: Clerics are very helpful when undead monsters (such
Level Title Hit Dice Attack Bonus as skeletons, zombies, and ghouls) are encountered. When a cleric
1 Acolyte 1d6 +0 encounters an undead monster, the cleric may attempt to “Turn”
2 Adept 2d6 +1 (scare) the monster instead of fighting it.
3 Priestess/Priest 3d6 +2 As an action, the cleric presents his or her holy symbol and recites a
4 Vicar 4d6 +2 prayer censuring the undead. Each undead within 30’ that can see or
5 Curate 5d6 +3 hear the cleric must make a Wisdom Saving Throw (see pages 73-74).
6 Elder 6d6 +4 The Difficulty Class (or DC) of this Saving Throw is equal to 10 + the
7 Bishop 7d6 +4 cleric’s Experience Bonus (see page 69). Those that fail their Saving
8 Lama 8d6 +5 Throw are turned for 10 rounds.
9 Matriarch/Patriarch 9d6 +6
10 Matriarch/Patriarch 9d6+2* +6 Turned undead flee from the cleric by the best and fastest means
11 Matriarch/Patriarch 9d6+4* +7 available to them. If they cannot flee, they cower, unable to attack
12 Matriarch/Patriarch 9d6+6* +8 but able to defend themselves. The turning cleric cannot attack
13 Matriarch/Patriarch 9d6+8* +8 turned creatures without breaking the turning effect. Other characters
14 Matriarch/Patriarch 9d6+10* +9 can attack them without breaking the turning effect.
15 Matriarch/Patriarch 9d6+12* +10 Undead with Hit Dice equal to or less than the cleric’s Experience
16 Matriarch/Patriarch 9d6+14* +10 Bonus may be destroyed rather than turned.
17 Matriarch/Patriarch 9d6+16* +11
This ability may be used 5 times per day.
18 Matriarch/Patriarch 9d6+18* +12
19 Matriarch/Patriarch 9d6+20* +12
STRONGHOLD: When clerics reach 9th level (Matriarch/Patriarch), they
20 Matriarch/Patriarch 9d6+22* +13
may choose to construct a castle (see p. 160) or stronghold. If they
* Constitution modifiers no longer apply have not lost the favor of their deity, the cost of building the castle will
be half the normal amount due to miraculous assistance from the
CLERIC CLASS DESCRIPTION deity. For example, if a cleric spends 50,000 gold pieces on a castle,
Clerics are humans who have dedicated themselves to the service of the cleric would actually be able to build a structure that normally
a god or goddess. They are trained in fighting and casting spells. As a costs 100,000 gold pieces.
cleric advances in level, he or she is granted the use of more and more
spells. Clerics are forbidden by their religious codes from using edged Furthermore, once the castle is completed, fanatically loyal troops
weapons, such as swords and arrows. They may wear any armor and (the “faithful”, who never need to check morale) will come to defend
may use shields. the cleric. There will be from 50-300 soldiers (5d6x10), from 1st - 2nd level,
armed with various weapons. It is up to the DM to determine their
Should a cleric behave in a manner that is not pleasing to his or her exact composition (how many archers, how many cavalry, etc.).
deity, the deity may become angered and punish the offender. This

CHAPTER 2: CHARACTER CREATION 8


Dwarves magic and have little talent for it, but revel in fighting, war-craft, and
scientific arts such as engineering.
Prime Requisites: Strength 9 and Constitution 9
Dwarves typically dwell in subterranean cities and strongholds
Hit Die Type: d8 (5) beneath hilly or mountainous regions. They have several special
Class Abilities: Ancient Foes, Darkvision, Masters of Stone abilities that relate to their subterranean life, and they are noted for
and the Forge, Resistant to Magic and being particularly resistant to magic and poisons.
Poison, Extra Attacks, Stronghold
Dwarves may use any type of armor and may use shields. They may
Class Bonuses: +2 to Strength and Constitution ability checks
use any type of weapon of Medium or Small size but may not use
Movement Rate: 30’ per round Large-sized weapons.
Permitted Armor: All armor and shields
All dwarves speak Common, Dwarvish, and the alignment tongue of
Permitted Weapons: All small- and medium-sized weapons the character, plus Gnomish, Orc, and Goblin.
DWARF CLASS TABLE
Level Title Hit Dice Attack Bonus
1 Dwarven Veteran 1d8 +1
2 Dwarven Warrior 2d8 +2
3 Dwarven Weapon Master 3d8 +3
4 Dwarven Hero 4d8 +4
5 Dwarven Swashbuckler 5d8 +5
6 Dwarven Myrmidon 6d8 +6
7 Dwarven Champion 7d8 +7
8 Dwarven Superhero 8d8 +8
9 Dwarven Lady/Lord 9d8 +9
10 Dwarven Lady/Lord 9d8+4* +10
11 Dwarven Lady/Lord 9d8+8* +11
12 Dwarven Lady/Lord 9d8+12* +12
13 Dwarven Lady/Lord 9d8+16* +13
14 Dwarven Lady/Lord 9d8+20* +14
15 Dwarven Lady/Lord 9d8+24* +15 ANCIENT FOES: The ages-old hatred that exists between dwarves and
16 Dwarven Lady/Lord 9d8+28* +16 both orcs and goblinoids affords them a +1 bonus to attack and
17 Dwarven Lady/Lord 9d8+32* +17 damage rolls against orcs, goblins, hobgoblins, and bugbears.
18 Dwarven Lady/Lord 9d8+36* +18
19 Dwarven Lady/Lord 9d8+40* +19 Years of battling giantkind has trained dwarves how to use their height
20 Dwarven Lady/Lord 9d8+44* +20 to their advantage against such foes. They gain a +2 bonus to Armor
* Constitution modifiers no longer apply Class when attacked by giants, ogres, ettins, and trolls.
DWARF CLASS DESCRIPTION DARKVISION: Dwarves can see in complete darkness to a distance of
Dwarves are short and stocky, 60’. Darkvision is black and white only but otherwise like normal sight.
easily identified by their size Brightly lit areas, such as areas lit by a torch or lantern, spoil their
and shape. Hill dwarves Darkvision.
average 4 to 4½ feet tall but
are so broad and compact MASTERS OF STONE AND THE FORGE: Dwarves’ expertise at mining and
that they are, on average, working stone allows them to spot unusual or unique stonework
almost as heavy as humans. construction. Dwarves gain a +2 bonus to all Intelligence and Wisdom
They have ruddy cheeks, dark ability checks (also known as Perception checks) made to examine
eyes and dark hair that greys stonework construction, including finding secret doors and stonework
at an early age. Dwarves traps. As natural miners, dwarves can automatically determine how
generally live for 350 years. far below ground they are and can automatically determine which
direction they are traveling in when beneath the surface. When
Dwarves tend to be dour and
passing within 10’ of a secret or concealed door, dwarves may
taciturn. Though dwarves are
automatically make a Wisdom (Perception) check to notice it.
suspicious and avaricious,
their courage and tenacity They are excellent miners, masons, and blacksmiths, gaining a +2
more than compensate for bonus to all Intelligence ability checks made to work with stone, and
these shortcomings. They are forged metal.
given to hard work and care
little for most humor. They are RESISTANT TO MAGIC AND POISON: Dwarves are highly resistant to
strong and brave. They enjoy magic, gaining a +4 bonus to all Saving Throws versus magic.
beer, ale, mead, and even
stronger drink. Their chief love, The dwarven race is also extremely hardy and dwarves gain a +4
however, is precious metal, bonus to all Saving Throws versus poison. This bonus is in addition to
particularly gold. They prize their Class Bonus to Constitution ability checks (including Saving
gems, of course, especially Throws).
diamonds and opaque gems
EXTRA ATTACKS: At 8th level dwarven characters gain an additional
(except pearls, which they do
attack each round, for a total of 2 attacks per round. At 16th level this
not like). Dwarves like the
increases to 3 attacks per round.
earth and dislike the sea. Not
overly fond of elves, they have STRONGHOLD: When dwarves reach 9th level (Dwarven Lord), they
a fierce hatred of orcs and may build strongholds and attempt to establish clans. The strongholds
goblins. Their short, stocky will be underground caverns and complexes located in either
builds make them ill-suited for mountains or hills. There will be many different clans of dwarves, each
riding horses or other large gathered under the protection of a Dwarven Lord, but usually only
mounts (although ponies members of the same clan will live together. Dwarven clans are
present no difficulty), so they generally friendly with each other and may join forces in times of need,
tend to be a trifle dubious and such as when there is a war of natural disaster. Dwarven Lords may
wary of these creatures. hire only dwarven mercenaries, but specialists and retainers of other
They are ill-disposed toward races may be offered other positions.

CHAPTER 2: CHARACTER CREATION 9


Elves COMBAT BONUSES: Elves get a +1 bonus to all attack rolls made with
short bows, long bows, short swords, and swords.
Prime Requisites: Intelligence 9 and Dexterity 9
DARKVISION: Elves can see in complete darkness to a distance of 60’.
Hit Die Type: d6 (4) Darkvision is black and white only but otherwise like normal sight.
Class Abilities: Combat Bonuses, Darkvision, Elven Immunities, Brightly lit areas, such as areas lit by a lantern, spoil their Darkvision.
Keen Senses, Spell Use, Stealthy, Stronghold
ELVEN IMMUNITIES: Elves are immune to ghoul’s paralysis, as well as
Class Bonuses: +2 to Intelligence and Dexterity ability checks magical sleep effects and all Charm spells.
Movement Rate: 40’ per round KEEN SENSES: The keen senses of elves grant them a +2 bonus to
Permitted Armor: All armor and shields Intelligence and Wisdom ability checks made to examine their
Permitted Weapons: All weapons surroundings (see Perception Checks on page 71), including Surprise
checks. This bonus is in addition to their Class Bonus to Intelligence
ELF CLASS TABLE ability checks made to search an area (see Perception checks on
Hit Attack page 71).
Level Title Dice Bonus When passing within 10’ of a secret or concealed door, elves may
1 Elven Veteran-Medium 1d6 +1 automatically make a Wisdom ability check (Perception check) to
2 Elven Warrior-Medium 2d6 +2 notice it.
3 Elven Weapon Master-Seer 3d6 +3
4 Elven Hero-Seer 4d6 +4 SPELL USE: Elves cast spells like magic-users but, unlike human magic-
5 Elven Swashbuckler-Conjurer 5d6 +5 users, may cast spells while in armor. The spells available are listed on
6 Elven Myrmidon-Magician 6d6 +6 the magic-user spell list (page 39). Elves begin play with two 1st level
7 Elven Champion-Magician 7d6 +7 spells in their spell book but may add more spells to their spell books
8 Elven Superhero-Enchantress/Enchanter 8d6 +8 through spell research (see page 161 for more details).
9 Elven Lady/Lord-Enchantress/Enchanter 9d6 +9 The table below shows the number of spells per day a character of the
10 Elven Lady/Lord-Witch/Warlock 9d6+2* +10 class may prepare each day through quiet meditation and study. This
11 Elven Lady/Lord-Sorceress/Sorcerer 9d6+4* +11 process is covered in greater detail on page 24 of CHAPTER 3: SPELLS.
12 Elven Lady/Lord-Sorceress/Sorcerer 9d6+6* +12
13 Elven Lady/Lord-Necromancer 9d6+8* +13 An elf’s spell Saving Throw Difficulty Class (or DC) equals 10 plus the
14 Elven Lady/Lord-Necromancer 9d6+10* +14 elf’s Experience Bonus (see page 69).
15 Elven Lady/Lord-Wizard 9d6+12* +15
ELF SPELL TABLE
16 Elven Lady/Lord-Wizard 9d6+14* +16
17 Elven Lady/Lord-Wizard 9d6+16* +17 Spell Level
18 Elven Lady/Lord-Wizard 9d6+18* +18 Level 1st 2nd 3rd 4th 5th 6th
19 Elven Lady/Lord-Wizard 9d6+20* +19 1 1
20 Elven Lady/Lord-Wizard 9d6+22* +20 2 2
3 3
* Constitution modifiers no longer apply 4 3 1
5 3 1
ELF CLASS DESCRIPTION 6 3 2
Elves tend to be somewhat 7 4 2 1
shorter and slimmer than 8 4 3 1
normal humans, averaging just 9 4 3 2
over 5’ in height and weighing 10 4 3 2 1
between 90 and 100 pounds. 11 4 3 3 1
Their features are finely 12 4 3 3 2
chiseled and delicate, and 13 5 4 3 2 1
they speak in melodic tones. 14 5 4 3 3 1
They tend to be pale-skinned 15 5 4 3 3 2
and dark-haired with green 16 5 4 4 3 2 1
eyes. Elves often live to be over 17 5 4 4 3 3 1
1,000 years old. 18 5 4 4 3 3 2
19 5 4 4 3 3 2
Elves are often considered 20 5 5 4 4 3 2
frivolous and aloof. In fact, they
are not, although humans STEALTHY: The natural grace of their race gives elves the ability to
often find their personalities move about noiselessly and conceal themselves. Elves gain a +2
difficult to fathom. They bonus to all Dexterity (Stealth) checks (page 71) that they make. This
concern themselves with bonus is in addition to their Class Bonus to Dexterity ability checks.
natural beauty, and enjoy
growing things and gazing at STRONGHOLD: When elves reach 9th level, they may build a special
the open sky. kind of stronghold deep in the forest. This stronghold must blend
harmoniously and pleasingly with its surroundings, usually a natural site
Even though elves tend toward haughtiness and arrogance at times, of great beauty. Typical locations are in the tops of great trees, on the
they regard their friends and associates as equals. They do not make edges of quiet vales, or behind rushing waterfalls. Because of the effort
friends easily, but a friend (or enemy) is never forgotten. They prefer to to beautify the work, the structure will cost as much as similar work
distance themselves from humans, have little love for dwarves, and made of stone, even if it is not.
hate the evil denizens of the forests that they call home.
When the stronghold is completed, the Elven Lord will develop a
Their humor is clever, as are their songs and poetry. Elves are brave but friendship with the animals of the forest (birds, hares, squirrels, foxes,
never foolhardy. They eat sparingly; they drink mead and wine, but bears, etc.). All normal animals within 5 miles of the stronghold will be
seldom to excess. While they find well-wrought jewelry a pleasure to friendly towards the elves dwelling there.
behold, they are not overly interested in money or gain. They find Animals will be able to warn of approaching strangers, carry news of
magic and swordplay fascinating, and able to fight with any weapon events, deliver short messages to nearby places, etc. In return for these
and use magic spells as well, even while armored. services, the animals will expect help and protection from the elves.
All elves speak Common, Elvish, and the alignment tongue of the Elven Ladies or Lords may only hire elven mercenaries, although
character, plus the languages of Orc, Goblin, and Hobgoblin. specialists and retainers of any race may be employed.

CHAPTER 2: CHARACTER CREATION 10


Fighters COMBAT MASTERY: Fighters gain a +2 bonus to all Strength ability
checks to make or resist Combat Ability Checks, such as Grapple,
Prime Requisite: Strength 9 Disarm, and Shove attempts (see page 83).
Hit Die Type: d8 (5)
Class Abilities: Combat Mastery, Weapon Mastery, Extra
Attacks, Stronghold
Class Bonuses: +2 to Strength and Constitution ability checks
Movement Rate: 40’ per round
Permitted Armor: All armor and shields
Permitted Weapons: All weapons
FIGHTER CLASS TABLE
Level Title Hit Dice Attack Bonus WEAPON MASTERY: All fighters may choose one type of weapon (such
1 Veteran 1d8 +1 as sword, spear, war hammer, or short sword, for example) that they
2 Warrior 2d8 +2 have mastered the use of.
3 Weapon Master 3d8 +3 Whenever using that weapon type, the fighter gains a +2 bonus to
4 Hero 4d8 +4 their attack and damage rolls. At levels 4, 8, 12, 16, and 20, the fighter
5 Swashbuckler 5d8 +5 may choose another weapon to master.
6 Myrmidon 6d8 +6
7 Champion 7d8 +7 EXTRA ATTACKS: At 8th level fighters gain an additional attack each
8 Superhero 8d8 +8 round, for a total of 2 attacks per round. At 16th level this increases to
9 Lady/Lord 9d8 +9 3 attacks per round.
10 Lady/Lord 9d8+4* +10
11 Lady/Lord 9d8+8* +11 In addition, when attacking foes with 1 or less Hit Die, fighters may
12 Lady/Lord 9d8+12* +12 make 1 melee attack for every two of their fighter levels.
13 Lady/Lord 9d8+16* +13 Example: Morgan Ironwolf, at 6th level, is fighting 20 goblins with 1-1 Hit
14 Lady/Lord 9d8+20* +14 Die. She may make 3 attacks per round against the goblins.
15 Lady/Lord 9d8+24* +15
16 Lady/Lord 9d8+28* +16 STRONGHOLD: Fighters’ combat ability and tactical acumen make
17 Lady/Lord 9d8+32* +17 them natural leaders for normal human settlements. High level fighters
18 Lady/Lord 9d8+36* +18 usually spend their time training and leading men-at-arms, clearing
19 Lady/Lord 9d8+40* +19 the wilderness of monsters, and expanding human settlements.
20 Lady/Lord 9d8+44* +20
Fighters with enough money may build a castle (see page 160). When
* Constitution modifiers no longer apply a fighter reaches 9th level (Lord/Lady), the character may become a
Baron or Baroness and the land cleared and controlled by that
character will be called a Barony.

FIGHTER CLASS DESCRIPTION


Fighters learn the basics of all combat styles. Every fighter can swing
an axe, duel with a short sword, wield a two-handed sword, use a bow,
and even grapple foes with some degree of skill. Likewise, a fighter is
adept with shields and every form of armor. Beyond that basic degree
of familiarity, each fighter specializes in the use of favored weapons
and at various combat maneuvers, such as disarming opponents or
cleaving through lesser foes.
This combination of broad general ability and extensive specialization
makes fighters superior combatants on battlefields and in dungeons
alike.
Not every member of the city watch, the village militia, or the queen’s
army is a fighter. Most of these troops are relatively untrained soldiers
with only the most basic combat knowledge. Veteran soldiers, military
officers, trained bodyguards, dedicated knights, and similar figures are
fighters.
Fighters may use any weapon and any type of armor.

CHAPTER 2: CHARACTER CREATION 11


Halflings way. Dwarves cheerfully tolerate them, thinking halflings somewhat
soft and harmless. Halflings are more open and outgoing than either
Prime Requisites: Dexterity 9 and Constitution 9 race and, as a result, get along with other races far better than either
Hit Die Type: d8 (5) dwarves or elves.

Class Abilities: Combat Bonuses, Darkvision, Keen Senses, Halflings can use any type of armor or shield which has been “cut
Resistant to Magic and Poison, Stealthy, Extra down” to their size. They may use Medium-sized weapons with two
Attacks, Stronghold hands but may not use Large-sized weapons.

Class Bonuses: +2 to Dexterity and Constitution ability checks All halflings speak Common, Halfling, and the alignment tongue of the
character, plus the languages of Elvish, Dwarvish, and Gnome.
Movement Rate: 30’ per round
Permitted Armor: All armor and shields
Permitted Weapons: All small- and medium-sized weapons
HALFLING CLASS TABLE
Level Title Hit Dice Attack Bonus
1 Halfling Veteran 1d8 +1
2 Halfling Warrior 2d8 +2
3 Halfling Weapon Master 3d8 +3
4 Halfling Hero 4d8 +4
5 Halfling Swashbuckler 5d8 +5
6 Halfling Myrmidon 6d8 +6
7 Halfling Champion 7d8 +7
8 Halfling Superhero 8d8 +8
9 Halfling Sheriff 9d8 +9
10 Halfling Sheriff 9d8+4* +10
11 Halfling Sheriff 9d8+8* +11
12 Halfling Sheriff 9d8+12* +12
13 Halfling Sheriff 9d8+16* +13
14 Halfling Sheriff 9d8+20* +14
15 Halfling Sheriff 9d8+24* +15
16 Halfling Sheriff 9d8+28* +16
17 Halfling Sheriff 9d8+32* +17
18 Halfling Sheriff 9d8+36* +18
19 Halfling Sheriff 9d8+40* +19
20 Halfling Sheriff 9d8+44* +20
* Constitution modifiers no longer apply COMBAT BONUSES: Halflings practice at pitching rocks and playing
games of darts throughout their childhood and, as a result, are very
accurate with all missile weapons. Halflings gain a +1 bonus to all
ranged attack rolls.
Due to their small size and skill at dodging, halflings have a +2 bonus
to their Armor Class when being attacked by creatures that are larger
than man-sized.

DARKVISION: Halflings can see in complete darkness to a distance of


60’. Darkvision is black and white only but otherwise like normal sight.
Brightly lit areas, such as areas lit by a torch or lantern, spoil their
Darkvision.

KEEN SENSES: The keen senses of halflings grant them a +2 bonus to


Intelligence and Wisdom ability checks made to examine their
surroundings (see Perception Checks on page 71), including Surprise
checks.

RESISTANT TO MAGIC AND POISON: Halflings are highly resistant to


magic, gaining a +4 bonus to all Saving Throws versus magic.
Halflings are extremely hardy and gain a +4 bonus to all Saving Throws
versus poison. This bonus is in addition to their Class Bonus to
HALFLING CLASS DESCRIPTION Constitution ability checks (including Saving Throws).
Halflings are a short, averaging 3’ to 3½’ in height, generally plump
people, weighing between 45 and 70 pounds. Their faces are round, STEALTHY: Halflings excel at avoiding unwanted attention. Their small
broad, and often quite florid. Their brown to sandy hair is typically curly size and natural ability to escape the notice of others grant them +2
and the tops of their feet are covered with coarse hair. Their eyes are bonus to all Dexterity (Stealth) checks (page 71), as well as to all sleight
usually brown or hazel. They prefer not to wear shoes whenever of hand attempts made to palm objects or pick pockets. This bonus is
possible. Their typical life expectancy is approximately 150 years. in addition to their Class Bonus to Dexterity ability checks.
Halflings are sturdy and industrious, generally quiet and peaceful. EXTRA ATTACKS: At 8th level halfling characters gain an additional
Overall, they prefer the comforts of home to dangerous adventuring. attack each round, for a total of 2 attacks per round. At 16th level this
They enjoy good living, rough humor, and homespun stories. In fact, increases to 3 attacks per round.
they can be a trifle boring at times. Halflings are not forward, but they
are observant and conversational if in friendly company. STRONGHOLD: Any time a halfling has enough money, he or she may
build a stronghold (page 160), which may attract a whole community
Halflings see wealth only as a means of gaining creature comforts, of halflings. Halflings prefer to live in pleasant communities in fair
which they love. Though they are not overly brave or ambitious, they countrysides of rolling hills and gentle streams. When not working or
are generally honest and hard-working when there is need. adventuring, halflings will spend most of their time eating, drinking,
Halfling homes are well-furnished burrows, although most of their work talking with friends, and relaxing. Their communities are often called
is done on the surface. Elves generally like them in a patronizing sort of Shires, and their recognized spokesman is called a Sheriff.

CHAPTER 2: CHARACTER CREATION 12


Magic-users Magic-users live and die by their spells. They learn new spells as they
experiment and grow in experience. They can also learn them from
Prime Requisite: Intelligence 9 other magic-users, from ancient tomes or inscriptions, and from
Hit Die Type: d4 (3) ancient creatures (such as dragons) that are steeped in magic.
Though the casting of a typical spell requires merely the utterance of
Class Abilities: Spell Use, Wizard’s Tower a few strange words, fleeting gestures, and, sometimes, exotic
Class Bonuses: +2 to Intelligence and Wisdom ability checks materials, these surface components barely hint at the expertise
attained after years of apprenticeship and countless hours of study.
Base Movement Rate: 40’ per round
Magic-users may not wear armor nor use shields and may only use
Permitted Armor: None daggers, darts, crossbows, or quarterstaffs as weapons.
Permitted Weapons: Dagger, dart, crossbow, and quarterstaff

MAGIC-USER CLASS TABLE


Level Title Hit Dice Attack Bonus
1 Medium 1d4 +0
2 Seer 2d4 +1
3 Conjurer 3d4 +1
4 Magician 4d4 +1
5 Enchantress/Enchanter 5d4 +2
6 Witch/Warlock 6d4 +2
7 Sorceress/Sorcerer 7d4 +2
8 Necromancer 8d4 +3
9 Wizard 9d4 +3
10 Wizard 9d4+1* +3
11 Wizard 9d4+2* +4
12 Wizard 9d4+3* +4
13 Wizard 9d4+4* +4
14 Wizard 9d4+5* +5
15 Wizard 9d4+6* +5
16 Wizard 9d4+7* +5
17 Wizard 9d4+8* +6
18 Wizard 9d4+9* +6
19 Wizard 9d4+10* +6
20 Wizard 9d4+11* +7
* Constitution modifiers no longer apply
SPELL USE: A magic-user casts spells listed on the magic-user spell list
(page 39). A magic-user is limited to a certain number of spells of each
spell level per day. The table below shows the number of spells per day
a character of the class may prepare.
Magic-users begin play with four 1st level spells in their spell book but
may add more spells to their spell books through spell research.
Magic-users prepare spells each day through study and practice. This
process is covered in greater detail on page 24 of CHAPTER 3: SPELLS.
A magic-user’s spell Saving Throw Difficulty Class (or DC) equals 10 plus
the magic-user’s Experience Bonus (see page 69).

MAGIC-USER SPELL TABLE


Spell Level
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2
2 3
3 3 1
4 3 2
5 4 2 1
6 4 3 2
7 4 3 2 1
8 4 3 3 2
9 5 4 3 2 1
10 5 4 3 3 2
11 5 4 4 3 2 1
12 5 4 4 3 3 2
13 5 5 4 4 3 2 1
14 5 5 4 4 3 3 2
15 5 5 5 4 4 3 2 1
16 5 5 5 4 4 3 3 1
17 5 5 5 5 4 4 3 2 1
18 5 5 5 5 4 4 4 2 1
19 5 5 5 5 5 4 4 3 1
20 5 5 5 5 5 4 4 3 2

MAGIC-USER CLASS DESCRIPTION WIZARD’S TOWER: Upon reaching 11th level, a magic- user may choose
Magic-users are humans who, through study and practice, have to build a tower, provided that money to pay for the construction is
learned how to cast spells. Though they are weak at first, magic-users available. A magic-user who constructs a tower will gain 1d6
can eventually become very powerful. apprentices of levels 1-3.

CHAPTER 2: CHARACTER CREATION 13


Thieves A successful check indicates that the thief finds a trap if one is present.
If multiple traps are in an area, the result of this Intelligence check is
Prime Requisite: Dexterity 9 applied against all traps in the area.
Hit Die Type: d6 (4) STEALTHY: Thieves get a +2 bonus to all Dexterity (Stealth) checks
Class Abilities: Backstab, Climb Walls, Disable Device, Find (page 71), as well as to sleight of hand attempts made to palm objects
Traps, Stealthy, Read Languages, Guild and pick pockets. This is in addition to their Class Bonus to Dexterity
Master checks. Unlike other characters, thieves may move at full Movement
Class Bonuses: +2 to Intelligence and Dexterity ability checks Rate (see page 65) when moving quietly.
Base Movement Rate: 40’ per round READ LANGUAGES: At 4th level thieves gains the ability to decipher
Permitted Armor: Leather armor unknown languages (including simple codes, dead languages,
treasure maps, and so on, but not magical writings) by making an
Permitted Weapons: All small- and medium-sized weapons
Intelligence ability check. The Difficulty Class (see page 70) of this
THIEF CLASS TABLE ability check is determined by the DM. If the attempt to read a given
Level Title Hit Dice Attack Bonus piece of writing fails, the thief must gain at least one level before
1 Apprentice 1d6 +0 another attempt to read it is allowed.
2 Footpad 2d6 +1 At 10th level, the thief gains the ability to read magic-user or elf scrolls
3 Robber 3d6 +2 with an Intelligence ability check. The Difficulty Class of this this check
4 Burglar 4d6 +3 is usually 10 plus the spell level on the scroll. If the check fails, there is
5 Cutpurse 5d6 +3 a 10% chance the spell will backfire, creating an unexpected result,
6 Sharper 6d6 +4 due to the thief’s imperfect understanding of magical writings. If the
7 Pilferer 7d6 +5 spell does not backfire, then a failed check indicates that the spell is
8 Thief 8d6 +6 not cast and remains on the scroll. This ability only allows the thief to
9 Master Thief 9d6 +6 cast spells from existing magic scrolls.
10 Master Thief 9d6+2* +7
11 Master Thief 9d6+4* +8 GUILD MASTER: Thieves may not build castles or strongholds like other
12 Master Thief 9d6+6* +9 characters. However, upon reaching 9th level (Master Thief), a thief
13 Master Thief 9d6+8* +9 may construct a hideout (a fortified house in a city, a cave network,
14 Master Thief 9d6+10* +10 or so forth). A thief who has constructed a hideout will attract 2d6 1st
15 Master Thief 9d6+12* +11 level thieves who have come to learn under a master. These will
16 Master Thief 9d6+14* +12 generally (though not always) be loyal and will not be replaced by
17 Master Thief 9d6+16* +12 others if they die or leave. At this point, a player character thief may
18 Master Thief 9d6+18* +13 want to consider setting up a Thieves’ Guild (the details of this are left
19 Master Thief 9d6+20* +14 to the DM).
20 Master Thief 9d6+22* +15
* Constitution modifiers no longer apply

THIEF CLASS DESCRIPTION


Thieves are humans who are trained in the arts of stealing and
sneaking. They are the only characters who can open locks and find
traps without using magic to do so. Due to these abilities, a thief is often
found in a normal group of adventurers.
Thieves fall on both sides of the law. Some are hardened criminals who
decide to seek their fortune in treasure hoards, while others take up a
life of adventure to escape from the law. Some have learned and
perfected their skills with the explicit purpose of infiltrating ancient ruins
and hidden crypts in search of treasure. As their name indicates,
however, they do steal - sometimes from members of their own party!
They may wear nothing more protective than leather armor and may
not use a shield. They may, however, use any Small or Medium-sized
weapon.

BACKSTAB: Thieves are opportunistic attackers, striking vulnerable foes


more effectively than others. When making a melee or missile attack
against a blinded, stunned, or surprised opponent, or when making an
attack against a foe who is fighting more than 1 opponent, thieves
gain a +2 bonus to their attack and damage rolls. The damage bonus
increases to +3 at level 8 and +4 at level 16.
A thief may only Backstab living creatures that have a discernible
anatomy. If making ranged Backstab attacks, the thief must be within
close range (see page 81) for the weapon used.

CLIMB WALLS: Thieves gain a +2 bonus to all Dexterity ability checks


made to climb walls and other surfaces. This is in addition to their Class
Bonus to Dexterity checks.

DISABLE DEVICE: Thieves may make a Dexterity check to disable


mundane and magical traps or open a lock.

FIND TRAPS: Thieves may make an Intelligence ability check to search


for traps, including magical traps within 5’.
To find a trap, the thief spends time intently studying and searching an
area to deduce possible trap locations. It takes one round (see page
64) to locate a trap on a specific object such as a lock or a doorknob,
and one minute to locate traps in a 5’ by 5’ foot area.

CHAPTER 2: CHARACTER CREATION 14


Alignment LAW (OR LAWFUL) is the belief that everything should follow an order,
and that obeying rules is the natural way of life. Lawful creatures will
try to tell the truth, obey laws, and care about all living things. Lawful
characters always try to keep their promises. They will try to obey laws
as long as such laws are fair and just.
If a choice must be made between the benefit of a group or an
individual, a Lawful character will usually choose the group.
Sometimes individual freedoms must be given up for the good of the
group. Lawful characters and monsters often act in predictable ways.
Lawful behavior is usually the same as behavior that could be called
“good”.

CHAOS (OR CHAOTIC) is the opposite of Law. It is the belief that life is
random, and that chance and luck rule the world. Everything happens
by accident, and nothing can be predicted. Laws are made to be
broken, as long as a person can get away with it. It is not important to
keep promises, and both lying and telling the truth are useful at times.
To a Chaotic creature, the individual is the most important of all things.
Selfishness is the normal way of life, and the group is not important.
Chaotics often act on sudden desires and whims. They cannot be
trusted, and their behavior is hard to predict. They have a strong belief
in the power of luck. Chaotic behavior is usually the same as behavior
that could be called “evil”.

NEUTRALITY (OR NEUTRAL) is the belief that the world is a balance


between Law and Chaos. It is important that neither side get too much
power nor upset this balance. The individual is important, but so is the
group; the two sides must work together.
A Neutral character is most interested in personal survival. Such
characters believe in their own wits and abilities rather than luck. They
tend to return the treatment they receive from others. Neutral
characters will join a party if they think it is in their own best interest but
will not be overly helpful unless there is some sort of profit in it. Neutral
behavior may be considered “good” or “evil” (or neither!), depending
on the situation.
Example of Alignment Behavior: A group of player characters is
Three basic ways of life guide the acts of both player characters and attacked by a large number of monsters. Escape is not possible unless
monsters. Each way of life is called an alignment. The three alignments the monsters are slowed down.
are named Law, Chaos, and Neutrality. Each alignment has an A Lawful character will fight to protect the group, whatever the
alignment language which intelligent creatures use to inform other danger. The character will not run away unless the whole group does.
intelligent creatures of the same alignment of their fellowship and
common ethos (see ALIGNMENT LANGUAGES below). A Neutral character will fight to protect the group as long as it is
reasonably safe to do so. If the danger gets too great, the character
Each player chooses the alignment he or she feels best fits their will try to save himself (or herself), even at the expense of the party.
character. A player does not have to tell other players what alignment
he or she has picked, but must tell the DM. Most Lawful characters will A Chaotic character might fight the monsters or might run away. The
reveal their alignment if asked. When picking alignments, the character will not care what happens to the rest of the party.
characters should know that Chaotics cannot be trusted, even by
ALIGNMENT LANGUAGES: Each alignment has a secret language of
other Chaotics. A Chaotic character tends not to work well with other
passwords, cryptic phrases, hand signals, and other gestures. Player
player characters. Note that playing an alignment does not mean a
characters always know how to speak their alignment language in
character must do stupid things. A character should always act as
addition to any others they may know. Alignment languages are not
intelligently as their Intelligence score shows unless there is a reason to
written down, nor may they be learned unless a character changes
act otherwise (such as a magical curse).
alignment. When this happens, the character forgets the old
The alignments give guidelines for characters to live by. The characters alignment language and starts using the new one immediately.
will try to follow these guidelines but may not always be successful. If Alignment languages are never flaunted in public.
a DM feels that a player is not keeping to a character’s chosen
If a monster can speak, it will also be able to use its alignment
alignment, the DM may suggest a change of alignment or give the
language. They will also recognize when another alignment language
character a punishment or penalty if the character is part of an
is being spoken but will not understand it.
organization, such a church or knightly order.
Equipment ARMOR: The Armor Class given for each type of armor is a measure of
how well it protects a character from physical attacks. As the Armor
Although your character has some impressive abilities and skills, he or Class number gets higher, the character becomes harder to hit. Armor
she really isn’t going to be effective without the equipment necessary class is modified Dexterity and magical bonuses. A fighter with a
for adventuring. To get this equipment, your character needs money. Dexterity score of 16 (a +2 adjustment), plate mail +1 (Armor Class 18),
and a shield +1 (+2 to Armor Class) would have a total Armor Class of
COINS: Although there are many different types of coins and 22. Magical protection pluses are always added to the Armor Class.
currencies in the world, all prices and treasures in the D&D rules are
given in standard coinage. Your DM may have specific names for An unarmored character has an Armor Class of 10, modified by
different coins and may have different rates of exchange, but this is Dexterity and magical bonuses.
material particular to his campaign. Your DM will tell you if there are Item Cost Weight Armor Class
differences from the coins listed here. The standard rate of exchange Chain Mail Armor 50 30 15
for each coin is given below. Leather Armor 20 15 13
Plate Mail Armor 100 45 17
Shield 10 10 *
Barding (horse armor) x6 x4 See below
• Adds 1 to Armor Class value if a shield is used

Chain Mail Armor: This armor is made of interlocking metal rings. It is


always worn with a layer of quilted fabric padding underneath. Chain
mail is comparable to ring mail, in which metal rings are sewn directly
onto a leather backing, and scale mail, in which a coat and leggings
Exchange Value of leather is covered with overlapping pieces of metal.
Coin CP SP EP GP PP
Copper Piece (CP) = 1 1/10 1/50 1/100 1/500 Leather Armor: This armor is made of leather hardened in boiling oil and
Silver Piece (SP) = 10 1 1/5 1/10 1/50 then shaped into breastplate and shoulder protectors. The remainder
Electrum Piece (EP) = 50 5 1 1/2 1/10 of the suit is fashioned from more flexible materials.
Gold Piece (GP) = 100 10 2 1 1/5 Plate Mail: This armor is a combination of chain mail with metal plates
Platinum Piece (PP) = 500 50 10 5 1 covering vital areas. It is synonymous with split mail, made of narrow
Circumstances can affect the value of any coin. If your characters start vertical strips riveted to a backing of leather and cloth padding, and
flashing about a lot of gold, pumping it into the local economy, banded mail, with overlapping strips of metal sewn to a backing of
merchants will quickly raise prices. As another example, the local lord leather and chain mail.
may commandeer most of the region’s horses for his knights, making Barding: Barding, or horse armor, provides the same Armor Class as the
those left all that much more expensive. standard armor that it is based on. It costs 6 times the cost of standard
Silver pieces are about the size and weight of a modern-day quarter, armor and weighs 4 times the listed weight given above.
which roughly equates to 50 silver pieces weighing one pound. All other
coins, for the sake of simplicity, use this weight ratio. Gold, electrum, WEAPONS: Most of the weapons listed are common enough that no
and platinum pieces are smaller than silver pieces while copper pieces description is given below. Some weapons have additional qualities
are slightly larger than silver pieces. that warrant a brief description in the section that follows:

INITIAL CHARACTER FUNDS: All player characters begin with some Small Weapons Cost Weight Damage Range
amount of cash. This nest egg may be your character’s life savings. How Axe, Hand 4 2 1d6 10’
your character came by his or her money is not important (although it Dagger 3 1 1d4 10’
may be fun to create any explanation that suits your character). Dagger, Silver 30 1 1d4 10’
Dart 1 ½ 1d4 30’
To determine your character’s starting funds, roll the dice indicated for Hammer, Throwing* 2 2 1d4 10’
that character’s class on the table below. This is the number of gold Javelin 1 2 1d4 30’
pieces your character may spend on equipment. Sling* - ½ - -
Class Initial Funds (Die Range) Sling Stones (20) 2 4 1d4 30’
Cleric 30 - 180 gold pieces (3d6 x 10) Sword, Short 7 2 1d6 -
Dwarf 40 - 240 gold pieces (4d6 x 10) * These weapons may be used by a cleric.
Elf 30 - 180 gold pieces (3d6 x 10)
Fighter 30 - 180 gold pieces (3d6 x 10) Medium Weapons Cost Weight Damage Range
Halfling 30 - 180 gold pieces (3d6 x 10) Axe, Battle 7 6 1d8 -
Magic-user 20 - 120 gold pieces (2d6 x 10) Bow, Short 25 2 - -
Thief 20 - 120 gold pieces (2d6 x 10) Arrows (20) 2 2 1d6 60’
Club* 1 3 1d6 -
EQUIPPING CHARACTERS: Careful selection of equipment and supplies Crossbow 30 15 - -
for characters is very important. Often there will not be sufficient funds Quarrels (20) 2 2 1d6 60’
to purchase everything desired, so intelligent choices will have to be Mace* 5 4 1d8 -
made. Also, the choice of equipment should always be done with Hammer, War* 5 5 1d8 -
respect to encumbrance restrictions (see page 67). Pick, Military 5 5 1d8 -
Equipping Small-Sized Characters: The weight of most equipment Quarterstaff* 2 3 1d6 -
remains unchanged for small characters, though worn items, such as Spear 3 3 1d6 30’
backpacks, clothing, armor, and shields, weigh ½ of the listed weight. Sword 10 4 1d8 -
Trident 15 4 1d8 10’
Halflings must wield Medium-sized weapons with two hands, while
dwarves may use Medium-sized weapons with one hand. Neither may * These weapons may be used by a cleric.
use Large-sized weapons due to their small size. Large Weapons Cost Weight Damage Range
Bow, Long 40 2 - -
EQUIPMENT LISTS: The following lists include much of the equipment Arrows (20) 5 2 1d6 90’
your character needs for adventuring. The most basic of these are Arrows, Silvered (20) 50 2 1d6 90’
armor, weapons, clothing, and outfitting gear. The other lists provide Mace, Heavy* 7 10 1d10 -
goods and services your character may need during the course of his Pole Arm 7 10 1d10 -
or her many adventures. Sword, Two-handed 15 8 1d10 -
All listed costs are in gold pieces and all weights are in pounds. * These weapons may be used by a cleric.

CHAPTER 2: CHARACTER CREATION 16


EQUIPMENT
The following table lists standard adventuring equipment that players
commonly purchase. Sometimes the characters may wish to buy an
item not on this list. In this case, the DM must carefully consider whether
such an item could be found for sale and, if so, how much it would cost.
The item should then be added to this list. Brief descriptions of some of
these items are provided below.

Item Cost Weight


Backpack 5 2
Bedroll 1 3
Belt ½ -
Belt Pouch
Small ½ -
Large 1 ½
Boots 2 2
Cap ½ -
Chalk (20 large sticks) ½ 1
Cloak 1 1
Crowbar 3 2
Flask of Oil (1 pint) 1 1
Garlic (20 bulbs) 1 1
Gloves 5 -
Grappling Hook 1 2
Hammer, Small 2 2
Holy Symbol 25 -
Holy Water (1 vial) 25 -
Ink (1 vial) 8 -
Iron Spikes (12) 4 6
Lantern 10 3
Map or Scroll Case ½ ½
Maces: A mace typically consists of a strong, heavy, wooden or metal Mirror (hand-sized, steel) 5 -
shaft, often reinforced with metal, topped with a knobbed or flanged Iron Pot ½ 2
head or iron or steel. It is similar to both the morning star, which has a Paper (10 sheets) 2 ½
spiked or flanged head, and the flail, which consists of a striking head Quiver (holds 20 arrow or quarrels) 1 1
attached to a handle by a chain or hinge. For the purposes of these Rations:
rules, all three weapons are interchangeable. Iron Rations, 1 Week 15 5
Swords: In Dungeon & Dragons, swords are divided into three broad Standard Rations 1 Week 5 5
types, the short sword, sword, and two-handed sword, with each type Rope (50’) 1 10
encompassing a number of different weapons: Sacks:
Small 1 ½
The short sword represents short stabbing and slashing blades like the Large 2 1
seax, wakizashi, gladius, small sword, cutlass, scimitar, saber, and Scabbard
arming sword. Short Sword or Dagger ½ ½
The sword represents various slashing blades like the longsword, bastard Sword 1 1
sword, and broadsword. Two-Handed Sword 2 3
Spell Book (blank) 25 5
The two-handed sword represents large slashing blades like the
Tent (2-person capacity) 5 10
claymore, zweihänder, flamberge, katana, and no-dachi.
Thieves’ Tools 25 ½
Polearms: Polearms are a group of weapons that may be used to strike Tinder Box (flint & steel) 3 ½
foes that are up to 10 feet away. The following weapons are polearms: Torches (6) 1 6
awl pikes, bardiches, crow’s beaks, glaives, guisarmes, halberds, Water/Wine Skin 1 ½
military forks, ranseurs, scythes, great spears, and all weapons based Weapon Belt ½ ½
upon or similar in design to these weapons. Spears are shorter polearms Whetstone ½ 1
that may only strike adjacent foes but may be thrown. Lances are Wine (1 quart) ½ 2
synonymous with spears but may not be thrown. Wolfsbane (1 bunch) 10 2
Wooden Pole (10’ long) 1 4
MISSILE WEAPONS: All missile or ranged weapons may be used to Wooden Stakes (10) 1 5
attack foes at a distance up to their listed range (close range) without Writing Quills (20) ½ -
penalty. For each range increment beyond the first a cumulative, -2
penalty is applied to the missile attack roll. Backpack: A backpack can hold up to 30 pounds. The shoulder straps
of the pack leave the character’s hands free for other actions.
Thrown weapons may be thrown up to 5 range increments away (the
initial range increment plus 4 increments beyond that) while other Crowbar: A 1-inch thick, specially hardened, iron bar used for prying
missile weapons, such as bows, crossbows, and slings, may be fired up open such objects as chests or windows (+2 to Strength ability checks
to 10 range increments away. to open locked or stuck doors, chests, etc.). A crowbar is 2-3 feet long.

All bows require two hands to use properly. Crossbows require two Flask of Oil: Oil is burned in a lantern to give light. It may also be thrown
hands while loading, though they may be fired one-handed. 50% of all at monsters or poured on the floor and lit to delay pursuit.
arrows or bolts fired may be recovered and re-used. Grappling Hook: A large 3 or 4-pronged hook, made of specially
Crossbows: The crossbow, also called a latch, must be braced against hardened iron, used to anchor a rope.
an object to be cocked with a lever mounted on the stock. They may Hammer, Small: A hammer is useful to pound iron spikes into the wall or
only be fired once per round, even by characters with the Extra Attacks floor. It can be used as a weapon, dealing 1d4 damage.
class ability.
Holy Symbol: The sign or symbol of a given deity that is worn by a cleric.
SILVERED WEAPONS: A complex process involving metallurgy and Each cleric must have a holy symbol.
alchemy can bond silver to a weapon made of steel so that it can harm Holy Water: This water is made holy by a high-level cleric. It will cause
creatures such as lycanthropes. Bladed weapons, such as arrows, damage to undead monsters when thrown at them and may be used
quarrels, and daggers that are silvered cost 10 times their listed cost. in certain clerical rituals.

CHAPTER 2: CHARACTER CREATION 17


Iron Spikes: Iron spikes are used to wedge doors open or shut, or to WATER TRANSPORT
provide an anchoring point for a rope. Item Cost
Lantern: A lantern burns one flask of oil in 6 hours, giving light in a 30’ Boat, River 4,000
radius. Lanterns can be shuttered to prevent the light from being seen Boat, Sailing 2,000
and to protect the flame from strong winds. Canoe 50
Galleys
Mirror: A mirror may be used to reflect the petrifying gaze of a medusa
Large 30,000
or similar creature, or to look at things indirectly.
Small 10,000
Pole, Wooden (10’ long): A thick (2” diameter) pole that is useful for War 60,000
probing pools, piles of rags, etc. Lifeboat 1,000
Pouches: A large pouch holds about 10 pounds, a small one holds 5. Longship 15,000
Raft ½ per square foot
Rations, Iron: Preserved food for one person for one week. They will not Sailing Ship
spoil for months. Large 20,000
Rations, Standard: Unpreserved food for one person for one week. They Small 5,000
spoil after 2 weeks. Rations are sometimes thrown to monsters to delay Troop Transport 40,000
pursuit.
Rope (50’ length): A heavy climbing rope that can support about three
fully encumbered characters. Using rope to climb grants a +4 bonus to
Dexterity ability checks made to climb.
Sacks: A large sack holds about 40 pounds; a small sack holds 20.

Thieves’ Tools: A thief must have this small case of picks, tiny blades,
and pincers to use the Disable Device ability.
Tinderbox: A tinderbox holds flint, steel, and tinder. It is used to start fires,
light torches, etc. It takes 1d3 rounds to use a tinderbox. Boat, River: This is a boat specially designed for river travel (length 20’-
30’, beam 10’, draft 2’-3’; “beam” Is the boat’s width and “draft” is how
Torch: A torch casts light in a 30’ radius for two hours. deeply it rides in the water). It can be either rowed or poled and may
Water/Wineskin: A wineskin holds one quart of liquid. have a wooden roof to keep the cargo and passengers dry (1,000 gp
extra). The standard crew is 8 rowers. A river boat carries up to 3,000
Whetstone: A whetstone is used for sharpening blades.
pounds.
Wolfsbane: A dried bundle of wolfsbane may drive off werewolves and
other lycanthropes. Boat, Sailing: This is a small boat with a single mast (length 20’-40’, beam
10’-15’, draft 2’-3’). Sailing boats are mainly used for fishing on lake or
Wooden Stakes: These large (18”) wooden stakes are useful when coastal waters. There must be at least one sailor as crew, although a
setting up tents (and are helpful against vampires). captain and additional crew may be hired. A sailing boat can carry up
to 3,000 pounds.

Canoe: A canoe is a boat consisting of a light wooden frame covered


with waterproofed bark, hides, or canvas. It Is about 15’ long, weighs
50 pounds and can be carried overland by two people. Canoes are
used mainly on rivers or in swamps. A canoe can carry up to 600 lbs.

LAND TRANSPORT Galley, Large: A large galley is a long ship with a shallow draft (length
120’-150’, beam 15’-20’, draft 3’). It will have a single mast, with one
Item Cost large square sail. The standard crew is 180 rowers, 20 sailors, 50 marines,
Camel 100 and a captain. Besides the crew the large galley can carry up to
Cart (2 wheels) 100 300,000 pounds of cargo. If desired, the galley can be built with a ram
Horse (increase cost by 1/3) and up to two light catapults (one for the bow
Draft 75 and one for the stern). An historical example is the Mediterranean
Riding 75 trireme.
War 250
Mule 20 Galley, Small: This ship is similar to a large galley, but smaller and lighter
Pony 40 (length 60’-100’, beam 10’-15’, draft 2’-3’). The standard crew is 60
Saddle and Bridle 25 rowers, 10 sailors, 20’ marines, and a captain. Besides the crew, the
Saddle Bags 5 small galley can carry up to 100,000 pounds of cargo. A small galley
Wagon (4 wheels) 200 may also be fitted with a ram and up to two light catapults. Historical
examples include the bireme and the pentaconter (no ram).
Cart: This may be pulled by up to two draft horses (or 4 mules) at a rate
of 20’ per round. A cart will carry 500 lbs. when drawn by a single horse Galley, War. This is a specially constructed large galley that often serves
and 1,000 lbs. with two. A cart may move through deserts, mountains, as a flagship of a fleet (length 120’-150’, beam 20’-30’, draft 4’-6’). The
forests, or swamps only on a road. standard crew is 300 rowers, 30 sailors, 75 marines, and a captain. It is
always built with a ram and a full deck over the rowers. It will have two
Saddle Bag: A saddle bag holds 50 pounds. masts. A war galley has light wooden towers in the bow and stern. These
Wagon: A wagon may be pulled by up to 4 draft horses (or 8 mules) at are platforms about 10’-20’ square, rising 15’-20’ above the deck. A war
the same speed as a cart. Two creatures will be able to pull a load of galley can be fitted with up to 3 light catapults and can carry 150,000
1,500 lbs. while 4 creatures may pull a load of 2,500 lbs. The same terrain pounds in addition to the crew. An historical example is the
restrictions for a cart apply to a wagon. Mediterranean quinquereme.

CHAPTER 2: CHARACTER CREATION 18


Lifeboat: A typical lifeboat has a 20’ length, 4’-5’ Characters can build their own rafts if wood is
beam, and 1’-2’ draft. available. Such rafts will be nothing more than crude
It has a collapsible mast and carries a week’s platforms. This will take 1-3 days per 10’ square section
provisions for 10 men. In addition, it will hold 1,500 (maximum size 20’ x 30’) and each section will support
pounds in weight. Small ships normally carry 1 or 2 only 400 pounds of weight.
lifeboats; large ships carry 3 or 4. Lifeboats must be Sailing Ship, Large: A large sailing ship is a deep,
purchased separately from larger vessels. Each broad ship with up to three masts (length 100’-150’,
lifeboat carried will reduce the capacity of larger beam 25’-30’, draft 10’-12’). It usually has one or more
vessels by 500 pounds. decks, and the bow and stern are raised “castles” to
Longship: The longship is a long, narrow ship that give archers a better field of fire.
can be either sailed or rowed by the crew (length The standard crew is 20 sailors and a captain. Up to
60’-80’, beam 10’-15’, draft 2’-3’). It operates two light catapults can be mounted on a large sailing
equally well on rivers, coastal waters, or ocean. The ship. In addition to the crew, up to 450,000 pounds of
standard crew is 75 sailors (who double as rowers cargo can be carried. A historical example is the
and marines) and a captain. It only takes 60 crew medieval great cog.
to row the longship at full speed. A longship can
carry up to 20,000 pounds of cargo. A historical Sailing Ship, Small: This is similar to a large sailing ship
example is the Viking drakkar. but smaller, often having only one mast (length 60’-
80’, beam 20’-30’, draft 5’-8’).
Raft: A raft is a floating platform or barge. They The standard crew is 10 sailors and a captain. In
are awkward and hard to maneuver but can addition to the crew, up to 200,000 pounds of cargo
be poled along in gentle currents. Professionally can be carried. An historical example is the medieval
built rafts have raised edges to keep water from cog.
washing over the side, a tent or small wooden
hut for shelter, and a crude steering oar. Their Troop Transport: These are large sailing vessels
maximum size is 30’ x 40’. Such rafts are often specially adapted to carry troops. They can carry
dismantled and sold for the value of the wood twice as many men and horses as a large sailing ship.
(¼ price) once their cargo reaches a
Troop transports often have special modifications. For
downstream port. Rafts may also be found as
example, when horses are transported, special
ferries at river crossings. Each 10’ x 10’ section
hatches are cut into the side of the ship, then the
will support 500 pounds of weight.
horses are loaded on and sealed in for the voyage!

_____________Crew_________________
Ship Miles/Day Feet/Round Rowers Sailors Marines Hull Points Armor Class Cargo (lbs.)
Canoe 18 60’ - - - 5-10 11 600
Galley, Large 18/72 90’/120’ 180 20 50 100-120 13 300,000
Galley, Small 18/90 90’/150’ 60 10 20 80-100 14 100,000
Galley, War 12/72 60’/120’ 300 30 75 120-150 15 150,000
Lifeboat, Ship’s 18 30’ 2 - - 10-20 11 1,500
Longship 18/90 90’/150’ - 75* - 60-80 13 20,000
Raft 12 30’ - - - 5 per 10 sq. ft. 10 500/10 sq. ft.
River Boat 36 60’ 8 2 - 20-40 13 4,000
Sailing Boat 72 120’ - 1 - 20-40 14 3,000
Sailing Ship, Large 72 120’ - 20 50** 120-180 13 450,000
Sailing Ship, Small 90 150’ - 10 25** 60-90 14 200,000
*These also act as rowers and marines. **Warships only; costs an additional 1/3 of original.

Miles/Day: In general, galleys are used for travel along the coast. River Ship Modifications: Some ships can be modified for transport or
boats and rafts are used for travel on rivers and will almost surely be combat. The costs and effects of these are listed below:
destroyed if they venture too far from shore. Above is given the Adding a Ram: Large and small galleys can add a ram for an
average movement rates, in miles travelled per day, for the different additional 1/3 of the original ship’s cost. War galleys already have a
types of crafts. Where two rates are given, the first is for rowing ram (included in their cost). The ram is fitted on the bow and is only
movement and the second is for sailing. Rowing during an encounter useful for striking large targets such as other ships or giant sea
is much faster than when used for long voyages. creatures.
Hull Points: A ship’s ability to remain afloat after taking in water or In order to strike a ship or sea creature, the ship’s pilot must make a
sustaining damage is given in a value called hull points. Hull points for Dexterity check with a DC equal to either the ship’s or creature’s Armor
a ship are very similar to Hit Points for a character; when a ship reaches Class, though this can be modified due to high winds, choppy seas,
zero or less hull points, it will sink in 1d10 rounds. Unless otherwise foul weather, or fog.
specified, most giant sea creatures and certain magic attacks deal 1
Rams that hit other vessels will do 50-80 (1d4+4) x 10) points of damage
hull point of damage for every 5 Hit Points of damage the attack does.
(small galley ram) or 60-110 (1d6 + 5) x 10) points of damage (large or
Damage dealt by ramming and by siege weapons, including flaming
war galley ram); giant sea creatures will suffer 3-24 (3d8) points (small
pitch, is discussed on the following page. When a ship is reduced to
galley) or 6-36 (6d6) points (large or war galley) from rams.
zero or less hull points, it may no longer move under its own power or
attack with ship-mounted weapons (catapult, etc.), although crew Mounting a Weapon: Longships, any type of galley, and either type of
may use personal weapons normally. sailed warship can add a light catapult or ballista (combat with siege
weapons is discussed on the following page). A light catapult or
Attempts to put out fires and repair hull damage take place after
ballista and 20 rounds of ammunition weigh 1,000 pounds.
damage for the round is scored on the ship. Crew working at these
tasks cannot do anything else. Each 10% of hull damage reduces Troop Transport: Large and small sailing ships can be converted into
speed by 10%. Each 10% loss of rowers reduces rowed speed by 10%. troop transports by paying an additional 1/3 of the original ship’s cost.
Damage from any type of attack on a ship can be repaired at the Troop transports have 1/3 more hull points than normal sailing ships and
rate of 1 hull point of damage per turn. This requires that at least 5 crew carry twice as many troops (marines) as the normal vessel.
be assigned to repair duty during the entire turn. Because repairs at
sea were makeshift, no more than ½ the damage sustained by a
vessel can be repaired until the vessel returns to a port facility.

CHAPTER 2: CHARACTER CREATION 19


SIEGE WEAPONS
The following section gives details on the cost, crew requirements, and Catapults may launch flaming pitch in place of its normal ammunition.
use of ranged siege weapons. When used in naval warfare, this will set a 10’ x 10’ area on fire, doing
RoF refers to the Rate of Fire for each weapon. Unlike most weapon 1d6 hull points of damage per turn of burning. The flames will spread if
attacks, siege weapons are slow to arm and may once every three not fought by several crew: 5 crew can put the fire out in 3 turns; 10
rounds (1/3), four (1/4), or six (1/6) melee rounds, as shown on the crew can extinguish the flames in 2 turns; and 15 crew can put the
following table: flames out after 1 turn of burning. Pitch will always burn at least one
turn regardless of the number of crew assigned to fight the blaze.
Siege Weapons Cost Crew RoF Damage Range
Ballista 150 2 1/3 3d6 120’
Catapult, Heavy 400 6 1/4 4d6 180’
Catapult, Light 300 4 1/4 3d6 150’
Trebuchet 500 8 1/6 5d6 240’

Ballista: A war engine, also known as a mangonel or scorpion, which


fires a heavy, spear-like missile. The cost of missiles for a ballista is
comparable to javelins. Loading a ballista takes 3 rounds.

Catapult: A catapult is a massive engine capable of throwing rocks


or heavy objects with great force. Because the catapult throws its
payload in a high arc, it can hit areas out of its line of sight but cannot
hit targets closer than 100’ away.
If the attack roll succeeds, the catapult stone hits the 5’ square the
catapult was aimed at, dealing the indicated damage to any object
or character in the square.
Once a catapult stone hits a square, subsequent shots hit the same
square unless the catapult is re-aimed or the wind changes direction
ACCOMODATIONS
or speed.
The following table gives some standard prices for victuals commonly
If a catapult stone misses, roll 1d8 to determine where it lands. This found in inns, taverns, and public houses. Please note that the prices
determines the misdirection of the throw, with 1 being back toward given are in gold, silver, and copper pieces (unlike the listed prices on
the catapult and 2 through 8 counting clockwise around the target every other equipment list, which solely give prices in gold pieces).
square. Then, count 3 squares away from the target square for every
range increment of the attack. Item Cost
Ale (1 gallon) 2 sp
Loading a catapult takes 4 rounds, while re-aiming the weapon takes
Banquet (per person) 10 gp
3 rounds.
Bread (1 loaf) 1 sp
Trebuchet: A large siege engine which fires very heavy missile loads a Cheese (½ pound) 4 sp
great distance by means of lever and counterpoise. It functions as a Eggs (1 dozen) 2 cp
heavy catapult. Honey (1 pint) 5 sp
Lodging
Attacking with Siege Weapons: When firing any siege engine, the Fine 1 gp
crew chief makes an attack against an AC of 15, or 20 if there is no Common 5 sp
line of sight to the targeted 5’ square. This attack roll is not modified Poor 1 sp
by any crew member’s Dexterity bonuses but is modified for range. Meals
Siege Weapons in Naval Combat: Light catapults and ballistae can be Fine 1 gp
mounted on some ships. See page 20 for more information on siege Common 5 sp
weapon attacks. Note that siege weapons deal 1 point of hull Poor 2 sp
damage per Hit Point of damage dealt. The Armor Class of the ship is Small Beer (1 gallon) 1 sp
used in place of Armor Class 15 for attacks on ships, though this can Soup 2 sp
be modified due to high winds, choppy seas, foul weather, or fog. Wine, common (1 quart) 5 sp
Character Details Clerics draw their power from the deity, pantheon of deities, or
whatever supernatural forces they have allegiance to. In choosing a
LANGUAGES: When player characters wish to speak with monsters, it deity, consultation with the DM is necessary to learn more about a
is often useful to be able to speak several languages. All characters particular deity or pantheon and what boons they bestow upon their
and monsters capable of speech speak the language of their faithful priests and defenders.
alignment (Lawful, Neutral, or Chaotic). The “common tongue” (or
more simply “Common”) is spoken by most humans, dwarves, elves, PHYSICAL DESCRIPTION: After you have selected your character’s
and halflings. Many monsters speak their own language, named after race, class, alignment, and religious affiliations you may want to fill in
the monster. the finer details of your character. You are not required to do so, but
there are many situations in which this information is vital or useful to
Any monster with its own language has a 20% chance of also speaking roleplaying.
Common (except dragons, who always speak Dragon and Common
if able to speak at all). The sex and name of your character are up to you. Your character
can be of the same sex as yourself or of the opposite sex. Some
A character with an above-average Intelligence score (13-18) may people feel it is important to know whether their character is right- or
learn additional languages. Note that as a part of their class abilities, left-handed. This has no bearing on the play of the game, since all
both dwarves and elves already speak additional languages. Some characters are assumed to be reasonably competent with either
suggested languages besides Common and the alignment languages hand.
are:
Age: At the onset of each character’s creation, you should establish
1. Bugbear 8. Goblin 15. Minotaur
his or her age. Keep the following table in mind when choosing a
2. Dragon 9. Halfling 16. Ogre
starting age. It shows the age at which each race reaches adulthood,
3. Dwarvish 10. Harpy 17. Orc
middle-age, and old age.
4. Elvish 11. Hobgoblin 18. Pixie
5. Giant 12. Kobold 19. Sprite Race Adulthood Middle-Age Old Age
6. Gnoll 13. Lizard Man 20. Troll Dwarf 50 150 300
7. Gnome 14. Medusa Elf 100 400 800
Halfling 30 60 120
The DM may wish to use more than one human language or dialect
Human 20 40 60
for his or her campaign world. The choice of the name of the
language (if any) is left up to each DM. Note also that “human-type” Middle-aged characters lose 1 point of Strength and Dexterity, but
monsters such as Bandits, Berserkers, and Lycanthropes will either gain 1 point of Wisdom. Old characters lose an additional point of
speak Common or a human dialect of the DM’s invention. Strength and Dexterity, as well as 1 point of Constitution. They gain an
additional point of Wisdom. Characters who unnaturally age, such as
those who have been touched by a ghost, do not improve their
Wisdom score when aging.
Height and Weight: You can decide your character’s height and
weight, using the information provided below as a guide. Think about
what your character’s ability scores might say about his or her height
and weight. A weak but agile character might be thin. A strong and
tough character might be tall or just heavy. The average height and
weight for female characters tends to be lower than that for male
characters.
Race Average Height Average Weight
Dwarf 4’ to 4’6” 140 to 180 lbs.
Elf 5’ to 5’6” 80 to 100 lbs.
Halfling 3’ to 3’6” 40 to 60 lbs.
Human 5’ to 6’ 90 to 180 lbs.
Other Physical Characteristics: You choose the color of your
character’s hair, eyes, and skin. To add a touch of distinctiveness, you
might want to give your character an unusual or memorable physical
RELIGION: In fleshing out your character, it helps to choose a deity or characteristic, such as a scar, a limp, or a tattoo.
pantheon of deities whom your character calls upon (or even curses)
in times of need. A deity adds a depth to a character that cannot be
captured in any other way.
You should consult with your Dungeon Master when choosing a deity
for your character. You should not feel restricted to the mantra of
having one deity, or even a named deity. Polytheistic societies tend
to be open in their religious devotion, with gods rising and waning in
power. In monotheistic societies, one deity reigns supreme. Animistic
societies turn to a host of spirits for their explanations of the world. In PERSONALITY TRAITS: Fleshing out your character’s personality - the
short, take into consideration the kind of religious society your array of traits, mannerisms, habits, beliefs, and flaws that give a person
character comes from. a unique identity - will help you bring him to life as you play the game.
Consult with the Dungeon Master to work out what is best for the Think about your character’s favorite words or phrases, tics, habitual
theme of the game and the idea of your character and choose gestures, vices, pet peeves, and whatever else you can imagine.
accordingly.
Social Class Typical Members of Society
Lower Class Freed slaves, peasants, tinkers, vagabonds,
beggars, criminals, thieves, herdsmen, laborers,
peddlers, actors, jugglers, miners, men-at-arms,
travelling minstrels, and fences
Middle Class Freemen, tradesmen, money-changers, guards,
craftsmen, military officers, bankers, landless
knights, tutors, clerks, lesser clergy, petty nobles,
academics, merchants, minor officials, magic-
users
Upper Class Guild masters, wealthy merchants, military
SOCIAL CLASS: The player and Dungeon Master should discuss the commanders, officials, landed gentry, greater
social class of each character in the campaign. For player officials, knights, high-ranking clerics, wizards, and
characters, initial social status has no effect on starting money and royalty
equipment, but helps establish a background for the character.
INHERITANCE: If the DM wishes, a player may name an heir to inherit
Example: An upper class character might be an outcast from a noble his or her worldly possessions upon the death of the character. The
family who has taken up as a sword-for-hire or might be a member of local authorities will, of course, take 10% in taxes, before giving the
an exiled noble family who is looking to restore his family’s good name. inheritance to the heir. This heir should be a newly rolled-up first level
A lower class character might be quick-witted street urchin who, by character. This “inheritance” should only occur once per player.
chance, took up as a wizard’s apprentice, or might have fallen in with
a local thieves’ guild after years of picking pockets on the street.

EXAMPLE OF CREATING A PLAYER CHARACTER

1] A printed character sheet is being used for this example, so it is not 8] The player rolls 1d8 to determine the number of Hit Points the
necessary to write down the ability names. character has as a 1st level fighter or chooses to take the average result
of 5. The player takes the average (5) and adds 2 due to the Constitution
2] 4d6 are rolled six times, with the lowest die result dropped from each bonus, for a total of 7 Hit Points.
die roll. The results (from highest to lowest) were: 16, 15, 13, 11, 9, and 7.
These numbers are recorded in pencil next to (not in) the box provided 9] The player decides to make the character Neutral, so Neutral is
for each ability score. marked for Alignment.

3] Since the player wants to create a fighter, the highest ability scores 10] For gold, the player rolls a 12 on 3d6, then multiplies by 10, which
rolled were written next to Strength (15), Dexterity (13), and Constitution gives the character 120 gold pieces (gp) with which to buy equipment.
(16). As a new character, the character is, of course, 1st level. The lowest 110 gp is recorded under MONEY on the back of the character sheet.
roll (7) is written next to Intelligence, with an 11 written beside Wisdom,
and a 9 next to Charisma. 11] The player decides on purchasing the following equipment:

4] A fighter has the following class abilities: Combat Mastery (+2 to all Chain Mail (50 gp), Shield (10 gp), Sword (10 gp), Short Bow (25 gp),
STR ability checks made for Combat Maneuvers) and Weapon Mastery Sword Scabbard (1 gp), Quiver (1 gp), Boots (2 gp), Belt (½ gp), 20
with swords (+2 to all attack and damage roll with sword attacks). Arrows (2 gp), 1 Silvered Arrow (2 gp), 50’ Rope (1 gp), 10’ Pole (1 gp),
12 Iron Spikes (4 gp), 6 Torches (1 gp), 1 Week’s Standard Rations (5 gp),
5] The player realizes that the character would get a +2 to melee attack Large Sack (2 gp), 1 Quart of Wine (½ gp), Wine Skin (1 gp).
and damage rolls if the character’s prime requisite (Strength) were 16
instead of 15. So, the player lowers the character’s Wisdom score from The player would have liked to have purchased Plate Mail armor, but
11 to 9 in order to raise the Strength score from 15 to 16. The character’s could not afford it.
Intelligence is already below average, so no further adjustments can be
made. The final scores of 16, 7, 9, 13, 16, and 9 are recorded in the The equipment is listed on the back of the character sheet. Since 119
appropriate boxes. gold pieces were spent, the “120 gp” is erased from under MONEY, and
replaced with the remaining “1 gp”.
6] The player notes the modifiers due to the character’s ability scores:
12] Chain Mail & Shield is Armor Class 16. The character’s Dexterity bonus
A Strength score of 16 gives the character a bonus of + 2 on melee improves the Armor Class by 1, so 17 is listed under Armor Class.
attack and damage rolls, and to all STR ability checks.
13] At 1st level, the fighter class gets a +1 attack bonus. In addition, a 16
An Intelligence score of 7 means that the fighter can write simple Strength grants another +2 bonus to all melee attack and damage rolls,
Common words and gets a -1 penalty to all INT ability checks. while a 13 Dexterity grants a +1 bonus to all missile (ranged) attack rolls.
Weapon Mastery also gives the fighter an additional +2 to attack and
A Wisdom score of 9 gives the fighter no WIS ability check modifiers. damage rolls with all sword attacks.

A Dexterity score of 13 gives the fighter a + 1 on missile attack rolls, Armor Fighters also get a +2 Class Bonus to all STR and CON ability checks,
Class, and to all DEX ability checks. including Saving Throws. Adding each ability score’s modifier to the
fighter Class Bonuses to both STR and CON ability checks, the player
A Constitution score of 16 gives the character a +2 bonus when rolling a determines the total modifiers for the character’s ability checks:
die (d8) to determine Hit Points and a +2 to all CON ability checks.
STR (+4), INT (-1), WIS (0), DEX (+1), CON (+4), CHR (0)
A Charisma score of 9 gives the fighter no CHA ability check modifiers
and maximum of 4 retainers. 14] This player is female and decides that her character will also be
female. Inspired by the name of Morgan le Fay from Arthurian legends,
7] Current experience is marked as “0”, and 2,500 is marked as the total the player decides that the name of Morgan Ironwolf would be a good
necessary to become a 2nd level fighter. name for a fighter.

CHAPTER 2: CHARACTER CREATION 22


CHAPTER 3: SPELLS Acquiring New Spells
A spell is a formula for collecting and using magical energies. A magic-
user or cleric controls these energies with a memorized set of words
and hand motions: the spell. Each spell has its own special set of words
and gestures. Only magic-users, elves, and clerics can learn these
formulas, and thus only they may cast spells.
Spells can be versatile tools, weapons, or protective wards. They can
deal damage or undo it, afflict others with or remove sickness, drain
life energy away, and restore life to the dead.

Preparing and Casting Spells


SPELL LEVEL: Every spell has a level from 0 to 9. A spell’s level is a general
indicator of how powerful it is, with the lowly Magic Missile at 1st level
and the earth-shaking Wish at 9th. The higher a spell’s level, the higher
level a spellcaster must be to use that spell.

PREPARING SPELLS: Before a spellcaster can use a spell, he or she must


have the spell firmly fixed in mind, or must have access to the spell in
a magic item. All spellcasters must undergo a process of preparing
spells.
A character needs to complete 8 hours of rest before preparing spells. It
then takes 1 hour of uninterrupted “game time” of study for magic-
users or elves, or prayer, for clerics, to prepare their full allotment of
spells for the day. Magic-users and elves must have their spell book on
hand in order to study their spells.
Clerics, elves, and magic-users seek to add new spells to their repertoire,
If a character still has spells prepared from the previous day, he or she but the process for adding new spells is different for each group.
may abandon some or all of them to make room for new spells. If a spell
is reversible, the character must choose which version to prepare while ELVES AND MAGIC-USERS: Elves and magic-users rely on spell books
studying or praying. when preparing their daily spell allotment. The spells that are added to
Once prepared, a spell remains in the character’s memory unless he or their spell books as they advance in level reflect the research they
she wishes to purge it from memory (typically to make room for new conduct while resting, as well as the magical discoveries they make
spells after 8 hours of rest). while adventuring.
Example: A 3rd level magic-user has three 1st level spell slots and one 2nd Each spell book is a unique compilation of spells, with its own decorative
level slot. As such he or she may prepare three 1st level spells and one flourishes and margin notes. It might be a plain, functional leather
2nd level spell. The magic-user prepares the following: volume received as a gift from the elf’s or magic-user’s master, a finely
bound gilt-edged tome found in an ancient library, or even a loose
1st level: Comprehend Languages, Magic-Missile, Shield
collection of notes scrounged together after years of study.
2nd level: Web
Most elves and magic-users desire, beyond all other treasure, the
If a character dies, all spells stored in the character’s mind are wiped acquisition of new spells for their spell books. Elves and magic-users learn
away. Spells may not be prepared more than once per day, even if the and add new spells through several methods.
caster rests for more than 8 hours during that day.
Gaining a Level: An elf or magic-user may add 2 spells to his or her spell
book when advancing in level. The spells chosen must be of a level that
the character can cast.
Scrolls and Spell Books: To decipher spells in another spell book or a
scribed in a scroll, a character must first cast Read Magic on the spell to
be deciphered. Once the character successfully casts Read Magic, the
character can copy it to his or her spell book.
SPELL SLOTS: Regardless of how many spells a caster prepares, he or Spells on scrolls that are deciphered with Read Magic may also be cast
she can cast only a limited number of spells before resting. from the scroll, so long as the spells appears on the magic-user or elf spell
Manipulating the fabric of magic and channeling its energy into even list and the magic-user or elf has access to spells of that spell level. If cast
a simple spell is physically and mentally taxing. Thus, each spellcasting from a scroll, the spell disappears and may not be copied into a spell
class’s description includes a table showing how many spell slots of book.
each spell level a character can use at each character level.
Copying a spell takes up 1 page per spell level and costs 100 gp per
Example: A 3rd level magic-user has three 1st level spell slots and one 2nd page. A normal spell book has 100 pages.
level slot, and has prepared the following spells:
Replacing Spell Books: A lost spell book may be replaced through two
1st level: Comprehend Languages, Magic-Missile, Shield methods.
2nd level: Web If the character already has a particular spell prepared, the character
can write it directly into a new book at a cost of 100 gp per page. The
Over the course the adventuring day, the magic-user may choose to
process wipes the prepared spell from the character’s mind, just as
cast Comprehend Languages, Magic Missile, or Shield each time a 1st
casting it would.
level spell slot is expended. The magic-user may only cast Web when
expending the 2nd level spell slot, as it was the only 2nd level spell that If a known spell is not prepared the character can copy it from a
was prepared that day. borrowed spell book. Spells transcribed from a borrowed spell book must
first be deciphered with a Read Magic spell. Transcribing spells costs 100
When your character casts a spell, a spell slot of that spell level is
gp per page of the spell.
expended, effectively “filling” a slot with the spell. Some monsters
have special abilities that let them cast spells without using spell slots.
CLERICS: Clerics undertake a certain amount of study of religious
Finishing 8 hours of rest restores any expended spell slots. Spells slots treatises and theories between adventures. When a cleric gains spell
may not be restored more than once per day, even if the caster rests for slots for spells of a new spell level, the character automatically knows
more than 8 hours during that day. and can prepare all spells of that spell level.

CHAPTER 3: SPELLS 24
Casting Spells There are three, standard, distance ranges for spells: 30’ (Close), 100 feet
(Medium), and 400’ (Long).
A character must make all pertinent decisions about a spell (target,
effect, etc.) when the character begins casting, unless the spell specifies Some spells have no standard range category, just a range expressed
otherwise. The Dungeon Master applies whatever result a spell entails in feet. Some spells create or summon things rather than affecting things
using the spell’s description. that are already present. The character must designate the location
where these things are to appear, either by seeing it or defining it. Range
SPELL COMPONENTS: To cast a spell, the character must be able to determines how far away an effect can appear, but if the effect is
speak (if the spell has a verbal component), gesture (if it has a somatic mobile it can move without regard to the spell’s range.
component), and manipulate the material components (if any). The
spell descriptions indicate which components are necessary. If the TARGET: A typical spell requires the caster to pick one or more targets
necessary components are not used, the casting fails. to be affected by the spell’s magic. A spell’s description tells the caster
whether the spell targets creatures, objects, or a point of origin for an
The spell component line includes abbreviations for the components
area of effect (described below).
required to cast the spell:
Unless a spell has a perceptible effect, a creature might not know it
Verbal (V): To provide a verbal component, the caster must be able to was targeted by a spell at all. An effect like crackling lightning is
speak in a strong voice. obvious, but a subtler effect, such as an attempt to read a creature’s
thoughts, typically goes unnoticed, unless a spell says otherwise.
Somatic (S): Somatic components are precise movements of the hand
or some other part of the body. The caster must have at least one hand If the caster casts a targeted spell on the wrong sort of target, the spell
free to provide a somatic component. has no effect and is lost.

Material (M): A spell’s material component is a substance or object that To target something, the caster must have a clear path to it, so it can’t
focuses the caster’s energies during the process of spellcasting. The be behind total cover (see Cover on page 82). If the caster places an
component is not destroyed in the process of casting a spell unless the area of effect at a point that he can’t see and an obstruction, such
spell description states otherwise. as a wall, is between the caster and that point, the point of origin
comes into being on the near side of that obstruction.
A holy symbol is the only material component for cleric spells, unless
stated otherwise in the spell description. Targeting Yourself: If a spell targets a creature of the caster’s choice,
the caster can choose him or herself, unless the creature must be
CASTING TIME: Nearly all spells require a single action to cast. As such, hostile or specifically a creature other than the caster. If the caster is
the caster may not make an attack roll on the same round that they in the area of effect of a spell he or she casts, he or she can be
are casting a spell. Spells that can be cast instantaneously, such as targeted by the spell. If the target of a spell is the caster, the caster does
Feather Fall, take a fraction of a second to bring about and are cast not receive a Saving Throw.
in response to some event. If a spell can be cast instantaneously, the
spell description tells you exactly when the caster may do so. AREA OF EFFECT: Spells such as Burning Hands and Cone of Cold cover
Certain spells require one or more minutes to cast. When casting a an area, allowing them to affect multiple creatures at once. A spell’s
spell with a casting time longer than a single action, the caster must description specifies its area of effect, which typically has one of five
spend the entire casting time focused on casting the spell. If different shapes: circle, cone, cube, line, or sphere/hemisphere.
disturbed, he or she must make a Concentration Check (see below) Some spell effects are affected by obstacles. The character must have
or lose the spell. a clear line of effect to any target that the character casts a spell upon
or to any space in which the character wishes to place the point of origin
CONCENTRATION CHECKS: To cast a spell, the character must for an area of effect spell. For circles, cones, and spherical spells, the
concentrate. If something interrupts the character’s concentration while spell only affects areas, creatures, and objects to which it has line of
the character is casting, the spell is lost and marked off the character’s effect from its origin (a circle’s center, a cone’s starting point, or a
list of prepared spells. spherical spell’s point of origin). An otherwise solid barrier with a hole of
The Dungeon Master may allow a Concentration Check to see if the at least 1 square foot through it does not block a spell’s line of effect.
spell is disrupted, and lost, or not. For elves and magic-users, the Circle: The spell radiates from a chosen point (or from the caster, in some
Concentration Check is an Intelligence Saving Throw. For clerics, the instances) affecting whatever lies within its area of effect. This area lies
Concentration Check is a Wisdom Saving Throw. along a horizontal plane.
Spellcasters who are wounded while casting a spell must make a
Difficulty Class (DC) 14 Concentration Check to successfully cast that Cone: A cone extends in a direction the caster chooses from its point
spell. of origin. A cone’s width at a given point along its length is equal to
that point’s distance from the point of origin. A cone’s area of effect
The DM might also require the caster to make a DC 14 Concentration specifies its maximum length.
Check when casting in distracting circumstances, such as casting during
a raging storm, casting while on the pitching deck of a ship, or casting Cube: The cube’s size is expressed as the length of each side.
while on horseback or in the back of a bounding wagon.
Line: A line extends from its point of origin in a straight path up to its
length and covers an area defined by its width.
Spell Descriptions
Each spell listing provides a casting time, range, and duration for that Sphere or Hemisphere: The caster selects a sphere’s point of origin,
spell. Some spells also have notations for their area of effect and/or the and the sphere extends outward from that point. The sphere’s size is
type of Saving Throw that can be made to resist or negate the spell’s expressed as a radius in feet that extends from the point.
effect. A hemisphere is a bisected sphere, usually appearing as a dome over
If the character ever tries to cast a spell in conditions where the the caster. It otherwise functions as a spherical area of effect.
characteristics of the spell (range, area, etc.) cannot be made to
conform, the casting fails, and the spell is wasted. DURATION: Duration measures how long a spell’s effect lasts. Durations
are measured in 10 second rounds, minutes, 10 minute turns, hours, or
RANGE: A spell’s range is the maximum distance from the spellcaster some other increment. When the limit is up, the magic goes away and
that the spell’s effect can occur. If any portion of the spell’s area extends the spell ends. Some spells have a permanent duration.
beyond the range, that area is wasted. A few spells require that the caster maintains concentration for their
Sometimes the range of a spell is only personal (the spell effects only the duration. While maintaining concentration, the caster may not attack,
caster or emanates from the caster) or touch (the caster must touch a cast other spells, or take actions other than moving at his or her normal
creature or object to affect it), as noted in the spell description. When Movement Rate and dodging incoming attacks and spells. Anything
targeting an unwilling creature with a touch spell, the caster must make that could break a caster’s concentration while casting a spell (see
a melee attack to touch that creature with his or her hand. A miss Concentration Checks above) may do so while maintaining a spell
means that the spell is not discharged, and that the caster may make through concentration.
another attempt the next round.

CHAPTER 3: SPELLS 25
A spellcaster can dismiss spells that they have cast before the duration
ends unless the spell description states otherwise. Spellcasters can
Cleric Spells
dismiss their spells automatically but only on their turn. The following lists of cleric spells, sorted by spell level, are followed by
descriptions of each spell. Spells listed in italics are reversible.
Many spells are instantaneous. The spell harms, heals, creates, or alters
a creature or an object in a way that can’t be dispelled, because its
magic exists only for an instant.
If a ray spell has a duration, the duration refers to the effect that the ray
causes, not to the length of time the ray itself persists.

COMBINING MAGICAL EFFECTS: The effects of different spells add


together while the durations of those spells overlap. The effects of the
same spell cast multiple times don’t combine, however. Instead, the
most potent effect - such as the highest bonus - from those castings
applies while their durations overlap.
Example: If two clerics cast Bless on the same targets, those characters
gain the spell’s benefit only once.

Through the use of certain spells, attack and damage rolls, Saving
Throws, morale, and other abilities of characters can be increased (or
decreased) for a short time. In general, spells that affect the same
ability will not combine. However, spells usually combine with magic
First Level Cleric Spells
items.
1] Command
Examples: Casting two Haste spells on a character does not allow the 2] Cure Light Wounds
character to move at four times normal speed. 3] Detect Evil
4] Detect Magic
A Bless spell and a magic sword will both increase the attack roll of the 5] Light
recipient. 6] Protection from Evil
7] Purify Food and Water
SAVING THROWS: Most harmful spells allow an affected creature to 8] Remove Fear
make a Saving Throw in order to avoid some or all of the spell’s effect. A 9] Remove Paralysis
spell’s description details whether that spell allows a Saving Throw, what 10] Sanctuary
type of Saving Throw is made, and the effect of a successful save. If a
spell does not include a Saving Throw entry, then assume no Saving Second Level Cleric Spells
Throw is allowed. A spell’s Saving Throw DC equals 10 plus the caster’s 1] Bless
Experience Bonus (see page 69). For spells cast by monsters, the DC 2] Find Traps
equals 10 plus ½ of its Hit Dice. 3] Hold Person
4] Know Alignment
A creature that successfully makes a Saving Throw against a spell 5] Resist Fire
without obvious physical effects may feel a hostile force or a tingle, but 6] Silence 15’ Radius
cannot deduce the exact nature of the attack. Likewise, if a creature’s 7] Snake Charm
Saving Throw succeeds against a targeted spell, the caster senses that 8] Speak with Animal
the spell has failed. The caster does not sense when creatures succeed 9] Spiritual Hammer
at Saving Throws against area of effect spells. 10] Zone of Truth
A creature can voluntarily forego a Saving Throw and willingly accept a
Third Level Cleric Spells
spell’s result.
1] Continual Light
Negates: This term means that the spell has no effect on an affected 2] Cure Blindness
creature that makes a successful Saving Throw. 3] Cure Disease
Partial: The spell causes an effect on its subject, but a successful Saving 4] Glyph of Warding
Throw means some lesser effect occurs. 5] Growth of Animals
6] Locate Object
Half: The spell deals damage, and a successful Saving Throw halves the 7] Remove Curse
damage taken (round down). 8] Speak with Dead
None: No Saving Throw is allowed. 9] Striking
10] Water Walk
REVERSIBLE SPELLS: Some spells are reversible (they can be cast for an Fourth Level Cleric Spells
effect opposite to that of the standard spell). This is noted after the spell 1] Animate Dead
name. Spellcasters with reversible spells must prepare the desired 2] Create Water
version. 3] Cure Serious Wounds
Example: A cleric who desires a Cause Light Wounds spell must petition 4] Dispel Magic
for this form of the Cure Light Wounds spell when meditating and 5] Neutralize Poison
praying. 6] Protection from Evil, 10’ Radius
7] Speak with Plants
Note that severe penalties can result if the spell choice is at variance
8] Sticks to Snakes
with a cleric’s alignment (possible penalties include denial of specific
9] Tongues
spells, entire spell levels, or even all spells for a certain period). The exact
result (if any) depends on the reaction of the caster’s divine patron, as Fifth Level Cleric Spells
determined by the DM. 1] Commune
When an elf or magic-user learns a reversible spell, both forms are 2] Create Food
recorded in their spell books. However, the caster must still decide which 3] Cure Critical Wounds
version of the spell to cast when preparing the spell. 4] Dispel Evil
5] Insect Plague
Example: A magic-user who has prepared Stone to Flesh and desires to 6] Quest
cast Flesh to Stone must wait until he or she prepares spells the next day. 7] Raise Dead
8] True Seeing

CHAPTER 3: SPELLS 26
Sixth Level Cleric Spells This spell can be used to detect evil intentions, or evilly enchanted
1] Aerial Servant objects within 120 feet, causing the creatures or objects to glow.
2] Animate Objects Actual thoughts are not detected; only the “feeling of evil”. The exact
3] Barrier definition of “evil” is left to each referee, and players should discuss this
4] Find the Path point so that all agree; “Chaotic” is not always “evil”. Poison and
5] Heal physical traps are neither good nor evil. The spell can penetrate
6] Restore barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead,
7] Summon Animals or 3’ of wood or dirt blocks it.
8] Word of Recall The reverse of this spell, Detect Good, functions just as Detect Evil,
Seventh Level Cleric Spells except that is detects good intentions and good magic items. Healing
1] Control Weather potions, antidotes, and similar beneficial items are not good.
2] Holy Word
3] Plane Shift Detect Magic
4] Regenerate Components: V, S
5] Stone Tell Casting Time: 1 action
6] Wind Walk Range: Personal
Area of Effect: 60’ radius sphere
Eighth Level Cleric Spells Duration: 30 minutes (3 turns)
1] Anti-Magic Shell This spell determines if there has been an enchantment laid upon a
2] Discern Location person, place, or thing, causing any magic item within 60’ to glow. It is
3] Earthquake useful, for example, to discover if some item is magical, if a door has
4] Survival been magically “held” or “wizard locked” (see Magic-user and Elf
5] Wizardry Spells), and so forth.
The spell can penetrate barriers, but 1’ of stone, an inch of common
Ninth Level Cleric Spells metal, a thin sheet of lead, or 3’ of wood or dirt blocks it.
1] Astral Spell
2] Etherealness Light (reversible)
3] Gate Components: V, M
4] Miracle Casting Time: 1 action
5] Raise Dead Fully Range: 100’ (Medium)
Target: 1 object or creature
FIRST LEVEL CLERIC SPELLS Duration: 2 hours (12 turns)
Saving Throw: Wisdom negates
Command
This spell causes bright light, equal to a lantern, to emanate in a 30’
Components: V
sphere from the targeted object or creature. A targeted creature may
Casting Time: 1 action
make a Wisdom Saving Throw to negate the spell. Light negates the
Range: 30’ (Close)
Darkness spell (see below) and vice versa.
Target: 1 living creature
Duration: 1 round The reverse of this spell, Darkness, causes darkness to emanate from
Saving Throw: None; see text the targeted object or creature in a 30’ radius sphere. A targeted
The cleric gives the target a single command, which it obeys to the creature may make a Wisdom Saving Throw to negate the spell.
best of its ability on its turn. Only living creatures with 5 or more Hit Dice Normal lights (torches, candles, lanterns, and so forth) are incapable
may make a Saving Throw to resist this spell. The cleric may select from of brightening the area, though a Light spell will negate it.
the following options:
Protection from Evil
Approach: The subject moves directly toward the cleric at its normal
Components: V, S, M
Movement Rate for 1 round. The creature may do nothing but move
Casting Time: 1 action
during its turn but is not considered helpless.
Range: Personal
Drop: The subject drops whatever it is holding. It can’t pick up any Duration: 2 hours (12 turns)
dropped item until its next turn. This spell circles the cleric with a magic barrier. This barrier will move
Fall: The subject falls to the ground and remains prone for 1 round. It with the caster. The spell serves as some protection from “evil” attacks
may act normally while prone but takes any appropriate penalties. (attacks by monsters of an alignment other than the cleric’s
alignment) by adding 2 to the cleric’s Saving Throws and adding 2 to
Flee: The subject moves away from the cleric as quickly as possible for the cleric’s Armor Class against such foes.
1 round. It may do nothing but take the Run action during its turn.
The spell will also keep out melee attacks from summoned monsters,
Halt: The subject stands in place for 1 round. It may not take any such as elementals, but not missile fire attacks from these creatures.
actions but is not considered helpless. The cleric breaks this protection by attacking the monster in melee
combat, but still gains the bonus to Armor Class and Saving Throws.
Cure Light Wounds (reversible)
Components: V, S Purify Food and Water (reversible)
Casting Time: 1 action Components: V, S
Range: Touch Casting Time: 1 action
Target: 1 creature; see text Range: 30’ (Close)
Duration: Instantaneous Target: 5’ cube
When laying a hand upon a living creature, the cleric channels Duration: Instantaneous
positive energy that cures 1d6+1 points of damage. Since undead are All nonmagical food and drink within a 5’ cube centered on a point
powered by negative energy this spell deals damage to them instead of the cleric’s choice within range is purified and rendered free of
of curing their wounds. poison and disease. This spell does not prevent subsequent natural
The reverse of this spell, Cause Light Wounds, deals 1d6+1 points of decay or spoilage. Unholy water and similar food and drink of
damage to the target. Undead are cured by all Cause Wounds spells. significance is spoiled by Purify Food and Drink, but the spell has no
effect on creatures of any type or upon magic potions.
Detect Evil (reversible) The reverse of this spell, Putrefy Food and Drink, contaminates
Components: V, S nonmagical food and drink within a 5’ cube centered on a point of
Casting Time: 1 action the cleric’s choice within range. Anyone eating this food is sickened
Range: Personal until they rest for 8 hours or are targeted by a Neutralize Poison or
Area of Effect: 120’ radius sphere Restore spell. Sickened creatures suffer a -2 penalty to Strength and
Duration: 1 hour (6 turns) Dexterity checks, as well as attack and damage rolls, and take a -2

CHAPTER 3: SPELLS 27
penalty to their Armor Class. The Movement Rate of sickened A trap is any device or magical ward that meets three criteria: it can
creatures is reduced by half. This spell spoils holy water. inflict a sudden or unexpected result, the spellcaster would view the
result as undesirable or harmful, and the harmful or undesirable result
Remove Fear (reversible) was specifically intended as such by the creator. Thus, traps include a
Components: V, S Glyphs of Warding and similar spells or devices. The spell does not
Casting Time: 1 action detect traps that have been disarmed or are otherwise inactive.
Range: 30’ (Close)
Target: 1 living creature The caster learns the general nature of the trap (magical or
Duration: 30 minutes (3 turns) mechanical) but not its exact effect, nor how to disarm it.
Saving Throw: Charisma negates
When the cleric casts this spell on a living creature, the spell will calm Hold Person
the creature and remove all fear effects from it. While the spell lasts, Components: V, S, M
the target gets a +4 bonus to all Charisma Saving Throws against fear. Casting Time: 1 action
Range: 100’ (Medium)
The reverse of the spell, Cause Fear, causes a living creature that fails Target: 1 living creature
its Charisma Saving Throw to become frightened. It will flee from the Duration: 1 minute (6 rounds)
caster as quickly as possible for the spell’s duration. Creatures unable Saving Throw: Strength negates; see text
to flee cower in fear, unable to attack but able to defend themselves. The Hold Person spell will affect any human, demi-human, or human-
Creatures with 6 or more Hit Dice are immune to this effect. like creature (bugbears, gnolls, gnomes, hobgoblins, kobolds, lizard
Remove Fear counters and dispels the Cause Fear spell. men, orcs, pixies, or sprites). It will not affect undead or creatures larger
than Medium size.
Remove Paralysis The victim of this spell must make a Strength Saving Throw or be
Components: V, S paralyzed.
Casting Time: 1 action
Range: 30’ (Close) Held creatures are aware and breathe normally but cannot take any
Targets: 1 living creature actions, even speech. A winged creature that is paralyzed cannot
Duration: Instantaneous flap its wings and falls. A swimmer can’t swim and may drown. Held
The cleric relieves a creature from the effects of any temporary creatures are considered to be incapacitated (see Helpless
paralysis or related magic, including a ghoul’s touch, a Hold Person Combatants on page 82 for more details).
spell, or a Slow spell.
Know Alignment
Sanctuary Components: V, S
Components: V, S, M Casting Time: 1 action
Casting Time: 1 action Range: Personal
Range: Touch Area of Effect: 30’ radius sphere
Target: 1 creature Duration: Concentration, up to 1 minute (6 rounds)
Duration: 1 minute (6 rounds) This spell will reveal if a creature, object (such as a magic sword), or
Saving Throw: Wisdom negates area (such as a temple) within 30’ is Lawful, Neutral, or Chaotic.
Any opponent attempting to strike or otherwise directly attack the
warded creature, even with a targeted spell, must attempt a Wisdom The caster may concentrate upon another creature each round in
save. order to learn its alignment.

If the save succeeds, the opponent can attack normally and is Resist Fire (reversible)
unaffected by that casting of the spell. If the save fails, the opponent Components: V, S, M
can’t follow through with the attack and it can’t directly attack the Casting Time: 1 action
warded creature for the duration of the spell. Range: Touch
Target: 1 willing creature
Those not attempting to attack the subject remain unaffected. This Duration: 1 hour (6 turns)
spell does not prevent the warded creature from being attacked or For the duration, a willing creature the cleric touches will not be
affected by area of effect spells. The subject cannot attack without harmed by normal heat or fire. Also, the target gets a +2 bonus to all
breaking the spell but may use non-attack spells or otherwise act. Saving Throws against magical fire (including dragon’s breath) and
gains resistance (see page 84) against magical heat and fire attacks.
SECOND LEVEL CLERIC SPELLS
The reverse of this spell, Resist Cold, protects against mundane and
Bless (Reversible) magical cold, in the same way that Resist Fire protects against heat
Components: V, S, M and fire.
Casting Time: 1 action
Range: Personal Silence 15’ Radius
Area of Effect: 30’ radius circle, centered on the caster Components: V, S
Duration: 1 hour (6 turns) Casting Time: 1 action
Saving Throw: Charisma negates Range: 100’ (Medium)
This spell raises the Morale score of all friendly creatures in range by 3 Area of Effect: 15’ radius sphere
and gives them a +1 bonus to all attack and damage rolls. Duration: 2 hours (12 turns)
The reverse of this spell, Blight, decreases enemies’ morale by 3 and Saving Throw: Wisdom special, see text
gives them a -1 penalty to their attack and damage rolls, unless a Upon the casting of this spell, complete silence prevails in the affected
successful Charisma Saving Throw is made. area. All sound is stopped: conversation is impossible, spells with verbal
components cannot be cast, and no noise whatsoever issues from,
Blight counters and dispels Bless and vice versa. enters into, or passes through the area. This spell provides a defense
against sound or language-based attacks.
Find Traps
Components: V, S If cast on a person, the victim may make a Wisdom Saving Throw. If
Casting Time: 1 action the Saving Throw is successful, the spell will remain in the area in which
Range: Personal it was cast, and the victim may move out of the area. Otherwise, the
Area of Effect: 30’ cone spell will move with the target.
Duration: 30 minutes (3 turns)
When cast, a Find Traps spell causes magical and mechanical traps
within 30’ to become apparent to the caster.

CHAPTER 3: SPELLS 28
Snake Charm The reverse of this spell, Continual Darkness, creates a 60’ radius globe
Components: V, S of total, impenetrable darkness that emanates from an item or
Casting Time: 1 action creature that the cleric touches. A touched creature may make a
Range: 30’ (Close) Wisdom Saving Throw to negate the spell. An object or creature
Area of Effect: 30’ radius sphere bearing Continual Darkness can be covered and hidden, but the
Duration: 1 hour (6 turns) magical darkness will not be smothered or quenched.
When this spell is cast, a hypnotic pattern is set up which allows the Darkvision is useless within this sphere and normal lights (torches,
cleric to charm 1 Hit Die of snakes for every level of the cleric. Thus, a candles, lanterns, and so forth) are incapable of brightening the area.
5th level cleric could charm one 5 Hit Die snake, five 1 Hit Die snakes, Creatures within the area are blinded unless they can see through
or any combination totaling 5 or less Hit Dice. The snakes will rise up magical darkness through the use of True Seeing or similar magic.
and sway but will not attack for the spell’s duration.
Continual Light counters and dispels Darkness and Continual Darkness,
When the spell wears off, the snakes will return to normal. while Continual Darkness counters and dispels Light and Continual
Light.
Speak with Animals
Components: V, S Cure Blindness (reversible)
Casting Time: 1 action Components: V, S
Range: Personal Casting Time: 1 action
Target: The cleric Range: Touch
Duration: 1 hour (6 turns) Target: 1 living creature
The cleric can comprehend and verbally communicate with any Duration: Instantaneous
normal or giant forms of animal life for the spell’s duration. It will not Saving Throw: Constitution negates
affect intelligent animal races or fantastic creatures. Cure Blindness cures blindness, whether the effect is normal or magical
The cleric can ask questions of and receive answers from animals, in nature. The spell does not restore eyes that have been lost but
although the spell doesn’t make them any more friendly or repairs them if they are damaged.
cooperative than normal. Furthermore, wary or cunning animals are The reverse of this spell (Cause Blindness) magically blinds the victim
likely to be terse and evasive, while the more stupid ones make inane unless a Constitution Saving Throw is made.
comments. If an animal is friendly toward the cleric, it may perform
some favor or service. Cure Disease (reversible)
Components: V, S
Spiritual Hammer Casting Time: 1 action
Components: V, S, M Range: Touch
Casting Time: 1 round Target: 1 living creature
Range: 30’ (Close) Duration: Instantaneous
Effect: 1 magical weapon of force Saving Throw: Constitution negates
Duration: Concentration, up to 1 minute (6 rounds) This spell will cure a living creature of any disease. Cure disease will
By calling upon his or her deity, the cleric brings into existence a field also kill green slime. Some diseases, such as lycanthropy and mummy
of force that is shaped vaguely like a hammer. The cleric may use this rot, also require the casting of Remove Curse to prevent the return of
Spiritual Hammer to make a melee attack against any single foe within the affliction.
range each round by concentrating on the spell.
The reverse of this spell (Cause Disease) infects the victim with a
The Spiritual Hammer strikes as a +1 war hammer at levels 3-5, gaining hideous wasting disease unless a Constitution Saving Throw is made.
a +1 attack bonus and dealing 1d8+1 damage. This magical bonus A failed save indicates that the target is sickened. Sickened creatures
increases to +2 at 9th level and +3 at 15th level. suffer a -2 penalty to Strength and Dexterity checks, as well as attack
and damage rolls, and take a -2 penalty to their Armor Class. The
Zone of Truth Movement Rate of sickened creatures is reduced by half. The disease
Components: V, S, M lasts until cured.
Casting Time: 1 action
Range: 30’ (Close) Cure Disease counters and dispels Cause Disease and vice versa.
Area of Effect: 30’ radius circle
Duration: 20 minutes (2 turns)
Saving Throw: Wisdom negates
Creatures within the area of effect (or those who enter it) can’t speak
any deliberate and intentional lies. Each potentially affected creature
is allowed a Wisdom Saving Throw to avoid the effects when the spell
is cast or when the creature first enters the area of effect.
Creatures that leave the area are free to speak as they choose. A
creature that fails its save can choose not to answer questions or seek
to give evasive answers to them (as long as they are not lies).

THIRD LEVEL CLERIC SPELLS

Continual Light (reversible)


Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 object or creature
Effect: 60’ radius sphere of sunlight
Glyph of Warding
Duration: Permanent until dispelled
Components: V, S, M
Saving Throws: Wisdom negates
Casting Time: 10 minutes (1 turn)
A globe of light, equivalent to daylight, springs forth from an object or
Range: Touch
creature that the cleric touches. A touched creature may make a
Area of Effect: 1 object or area up to 25 square feet/caster level
Wisdom Saving Throw to negate the spell. An object or creature
Duration: Permanent until discharged
bearing Continual Light can be covered and hidden, but the magical
Saving Throw: See text
light will not be smothered or quenched.
When casting the spell, the cleric weaves a tracery of faintly glowing
Creatures who have penalties when fighting in bright light (goblins, lines around the warding sigil. When the spell is completed, the glyph
undead, etc.) will suffer the same penalties within the radius of a and tracery become nearly invisible.
Continual Light spell.

CHAPTER 3: SPELLS 29
This powerful inscription harms those who enter, pass, or open the For this spell to be able to locate an object, the spell caster must know
warded area or object. A Glyph of Warding can guard a bridge or exactly what the object looks like (size, shape, color, etc.). A common
passage, ward a portal, trap a chest or box, and so on. Multiple glyphs type of object (such as a flight of stairs) can also be detected by this
cannot be cast on the same area or object. spell. The spell will not, however, locate a creature. The spell will point
The cleric sets the conditions of the ward. Typically, any creature toward the nearest desired object if within range, giving the direction
entering the warded area or opening the warded object without to it but not the distance.
speaking a password (which the cleric sets when casting the spell) is The spell is blocked by even a thin sheet of lead.
subject to the magic it stores.
Alternatively, or in addition to a password trigger, glyphs can be set Remove Curse (reversible)
according to physical characteristics (such as height or weight) or Components: V, S
creature type, subtype, or kind. Glyphs can also be set with respect to Casting Time: 1 action
Law, Neutrality, or Chaos, or to pass those of the cleric’s religion. They Range: Touch
cannot be set according to class, Hit Dice, or level. Glyphs respond to Target: 1 creature or item
invisible creatures normally but are not triggered by those who travel Duration: Instantaneous or until dispelled; see text
past them ethereally or if Polymorphed into a creature not subject to Saving Throw: Wisdom negates
the glyph’s effect. Remove Curse instantaneously removes all curses on an object or a
creature. Remove Curse does not remove the curse from a cursed
Glyphs cannot be affected or bypassed by such means as physical or magical item, although the spell typically enables the creature
magical probing, though they can be dispelled. Read Magic allows a afflicted with any such cursed item to remove and get rid of it. Certain
magic-user or elf to identify a Glyph of Warding. Identifying the glyph special curses may not be countered by this spell or may be
does not discharge it and allows a magic-user or elf to know the basic countered only by a caster of a certain level or higher.
nature of the glyph (version, type of damage caused, what spell is
stored, etc.). The reverse of the spell, Curse, afflicts the target with a terrible curse
unless it makes its Wisdom Saving Throw. It causes one of the following
Depending on the version selected, a glyph either blasts the intruder effects (roll an 8-sided die):
or activates a spell.
d8 Roll Result
Blast Glyph: A blast glyph deals 1d3 points of fire or lightning damage 1-4 Lowers 1 ability of the subject to a 3 (the DM determines
per cleric level to the intruder and to all within 5 feet of it. Each which by random selection). For creatures without listed
creature can make a Dexterity Saving Throw for ½ damage. ability scores, reduce all ability checks, including Saving
Spell Glyph: The cleric can store one of the following spells, so long as Throws, related to that ability score by 3. This cannot be
he or she can cast it: Cause Blindness, Cause Disease, Curse, or Energy used to raise an ability score below 3.
Drain. Saving Throws operate as normal for these spells. 5-6 Worsens the subject’s attack rolls and Saving Throws by 3.
7-8 Makes the subject 50% likely per round to drop whatever it
Growth of Animals (reversible) is holding (or simply do nothing, in the case of creatures not
Components: V, S, M using tools).
Casting Time: 1 action It is possible for a caster to devise his own curse, and it should be similar
Range: 100 feet (Medium) in power to those given (the DM has final say).
Targets: 1 HD of animals per caster level
Duration: 2 hours (12 turns) Curse counters Remove Curse while Remove Curse counters and
Saving Throw: Wisdom negates dispels Curse.
This spell doubles the size of one normal or giant animal. The animal’s
size increases to the next larger category, it deals twice its normal Speak with Dead
damage in combat, and its carrying capacity is doubled. Components: V, S, M
Casting Time: 10 minutes (1 turn)
The reverse of this spell, Shrink Animal, reduces the animal’s size to the Range: Touch
next lower category, halves its normal damage, and reduce its Target: 1 corpse
carrying capacity to ¼ of normal. Duration: 10 minutes (1 turn); see text
Neither spell changes the animal’s behavior. This spell will not affect By means of this spell, a cleric may ask three questions of a spirit if the
intelligent animal races or fantastic creatures. corpse is touched. The cleric can speak with recently departed spirits
(those belonging to someone who died within 1 week) and ask 3
questions of it.
The spirit will always reply in a tongue known to the cleric but can only
offer knowledge of things up to the time of its death. If the spirit’s
alignment is the same as the cleric’s, it will provide clear and brief
answers; however, if the alignments differ, the spirit may reply in riddles.
At 9th level the cleric can speak with the spirits of those who have died
within the past year. At 15th level the cleric can speak with the spirits
of those who have died within the past decade.

Striking
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: 1 weapon
Duration: 10 minutes (1 turn)
This spell makes one normal weapon into a +1 magical weapon that
deals an additional 1d6 points of damage per attack (like a staff of
striking). The weapon will cause the extra damage for as long as the
spell lasts.
Locate Object
Water Walking
Components: V, S, M
Components: V, S, M
Casting Time: 1 action
Casting Time: 1 action
Range: Personal
Range: Touch
Area of Effect: 400’ radius sphere, centered on the cleric
Targets: 1 willing creature/caster level
Duration: 1 hour (6 turns)
Duration: 2 hours (12 turns)

CHAPTER 3: SPELLS 30
The transmuted creatures can tread on any liquid as if it were firm Neutralize Poison (reversible)
ground. Mud, oil, snow, quicksand, running water, ice, and even lava Components: V, S, M
can be traversed easily, since the subjects’ feet hover an inch or two Casting Time: 1 action
above the surface. Creatures crossing molten lava still take damage Range: Touch
from the heat because they are near it. The subjects can move across Target: 1 living creature or object
the surface as if it were normal ground. Duration: Instantaneous
If the spell is cast under water (or while the subjects are partially or This spell will cancel the ill-effects of poison if cast within 1 minute (6
wholly submerged in whatever liquid they are in), the subjects are rounds) of exposure.
borne toward the surface at 60’ per round until they can stand on it. It can also be cast on a poison or a poisoned item to make it harmless.
It acts only on poison present at the time it is cast.
FOURTH LEVEL CLERICAL SPELLS The reverse of this spell, Poison, may be cast on a creature or on a
Animate Dead small container. A targeted victim must make a Constitution Saving
Components: V, S, M Throw or be immediately slain by the poison. If cast on a container, the
Casting Time: 1 action spell poisons its contents, even for magical containers or contents
Range: Touch (such as potions). A living creature that drinks that liquid must make a
Target: 1 or more corpses Saving Throw or die. Using poison is usually a Chaotic act.
Duration: Instantaneous
This spell allows the caster to make an animated, enchanted skeleton Protection from Evil, 10’ Radius
or zombie from a normal skeleton or corpse within range. These Components: V, S, M
animated undead creatures will obey the cleric until they are Casting Time: 1 action; see text
destroyed. For each experience level of the cleric, he or she may Range: Personal
animate and control one Hit Die of undead. Destroyed skeletons and Area of Effect: 10’ radius sphere centered on the cleric
zombies can’t be animated again. Duration: 2 hours
This spell circles the caster with a magical barrier that will protect all
allies within 10’ of the cleric. This barrier moves with the cleric. The spell
serves as some protection from “evil” attacks (attacks by monsters of
an alignment other than the cleric’s alignment) by adding 2 to the
Saving Throws and Armor Class of the cleric and his allies within the
sphere.
The spell will also keep out melee attacks from summoned monsters,
such as elementals, but not missile fire attacks from these creatures.
Summoned monsters can engage any protected creatures that
Lawful clerics must take care to use this spell only for good purpose. engage them in melee. Those who are attacked still gain the bonus
Animating the dead is usually a Chaotic act. to Armor Class and Saving Throws.

Create Water Speak with Plants


Components: V, S Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: 30’ (Close) Range: Personal
Effect: 50 gallons of water Target: The cleric
Duration: Instantaneous Duration: 30 minutes (3 turns)
This spell generates wholesome, drinkable water, just like clean This spell gives the cleric the power to talk to plants and request simple
rainwater that fills open containers within range. The cleric may create favors of them. A request may be granted if it is within the plants’
enough water for 12 men and their mounts (50 gallons). Alternatively, power to perform.
the water falls as rain in a 30-foot sphere within range, extinguishing The spell doesn’t enable plants to uproot themselves and move about,
exposed flames in the area. but they can freely move branches, tendrils, and stalks. This spell can
At every level beyond 6th, the cleric may double the water created. cause the plants affected by the Entangle spell (see page 43) to
Thus, a 7th level cleric could create 100 gallons of water with this spell. release a restrained creature. This spell may also be used to allow the
cleric and party to pass through otherwise impenetrable undergrowth.
Cure Serious Wounds (reversible) Plants might be able to perform other tasks on the cleric’s behalf, at
Components: V, S the DM’s discretion.
Casting Time: 1 action This spell will also allow communication with plant-like monsters
Range: Touch (treants, for example) but doesn’t make them any more friendly or
Target: 1 creature; see text cooperative than normal. Furthermore, wary and cunning plant
Duration: Instantaneous creatures are likely to be terse and evasive, while most will may make
When laying hands upon a living creature, the cleric channels positive inane or cryptic comments.
energy that cures 4d6+4 points of damage. Since undead are
powered by negative energy this spell deals damage to them instead Sticks to Snakes
of curing their wounds. Components: V, S, M
The reverse of this spell, Cause Serious Wounds, deals 4d6+4 points of Casting Time: 1 action
damage to the target. Undead are cured by all Cause Wounds spells. Range: 30’ (Short)
Target: 2d8 sticks within range
Dispel Magic Duration: 1 hour (6 turns)
Components: V, S By means of this spell the cleric can change 2d8 sticks into pit vipers.
Casting Time: 1 action See page 134 for the game information on snakes.
Range: 100’ (Medium) The snakes obey the cleric’s commands and will turn back into sticks
Area of Effect: 20’ radius sphere when the spell ends or when “killed”.
Duration: Instantaneous
This spell will remove spell effects anywhere within a 20’ radius sphere. Tongues (reversible)
It will not affect magic items but will remove any spell effect created Components: V, M
by a magic-user, elf, or cleric of an equal or lower level than the spell Casting Time: 1 action
caster. Note that instantaneous spells cannot be dispelled. Range: Touch
In order to cancel magical effects from a higher-level caster the cleric Target: 1 creature
must make a Concentration Check with a DC of 10 plus the caster’s Duration: 2 hours (12 turns)
Experience Bonus (or ½ of the Hit Dice for monstrous casters). Saving Throw: Wisdom negates

CHAPTER 3: SPELLS 31
This spell grants the creature touched the ability to speak and On a successful save the creature remains and may attack the caster
understand the language of any intelligent creature, whether it is a but takes a -4 penalty to its attack rolls for the remainder of that
racial tongue or a regional dialect. encounter, even if the spell ends or is discharged.
The subject can speak only one language at a time, although it may This spell can also be used to free a creature within range from a
be able to understand several languages. Tongues does not enable cursed item or to automatically dispel a Charm or Curse upon a
the subject to speak with creatures who don’t speak. The subject can creature. This use discharges and ends the spell.
make itself understood as far as its voice carries. This spell does not
predispose any creature addressed toward the subject in any way.
The reverse of this spell, Babble, cancels the effects of a Tongues spell
or confounds the target’s ability to understand verbal communication
of any sort if it fails its Wisdom Saving Throw. On a failed save the
target’s speech is also rendered incomprehensible for the spell’s
duration.

FIFTH LEVEL CLERICAL SPELLS

Commune
Components: V, S, M Insect Plague
Casting Time: 10 minutes (1 turn) Components: V, S, M
Range: Personal Casting Time: 1 action
Target: The cleric Range: 400’ (Long)
Duration: 30 minutes (3 turns) Effect: 30’ radius cloud, 10’ in height
This spell allows the cleric to ask questions of the greater powers (the Duration: Concentration, up to 2 hours (12 turns)
DM). The cleric may ask three questions that can be answered with a When this spell is cast, a horde of creeping, hopping, and flying insects
“yes” or “no.” In a case where a one-word answer could be swarm in a thick cloud. These insects obscure vision, granting
misleading or contrary, the DM might offer a short phrase as an answer concealment (see page 82) to those within the cloud.
instead.
Living creatures within the Insect Plague sustain 2d6 Hit Point of
The cleric may only cast Commune once per day. If this spell is being damage each round they remain in it due to the bites and stings of
used too often in the game, the DM may wish to limit the cleric’s use the insects, regardless of Armor Class.
of this spell to once a week.
Most attacks do not harm the cloud of insects. Heavy smoke will drive
Create Food off insects within its bounds. Fire, lightning, or extreme cold will also
Components: V, S drive away insects within its area of effect (torches clear a 5’ cube of
Casting Time: 10 minutes (1 turn) insects, if the torchbearer spends their action clearing that square,
Range: 30’ (Close) while a Fire Ball cast into the center of the insect swarm destroys it).
Effect: Food and water created The swarm will move at 20’ per round. The cleric may direct the swarm
Duration: Instantaneous; see text while it is within the range. The caster must concentrate to maintain
With this spell, the cleric may create enough food and water (50 the spell (see Concentration on page 25).
gallons) to feed 12 men and their mounts for one day.
Spellcasting within the confines of an Insect Plague requires a DC 18
At every level beyond 9th, the cleric may double the food and water Concentration Check.
created. Thus, a 10th level cleric could create enough food to sustain
24 men and their mounts for one day. Quest (reversible)
Casting Time: 10 minutes (1 turn)
Cure Critical Wounds (reversible) Target: 1 living creature
Components: V, S Duration: See text
Casting Time: 1 action Saving Throw: Wisdom negates
Range: Touch This spell forces the target to perform some special task or quest as
Target: 1 creature; see text commanded by the cleric at the time the spell is cast. A successful
Duration: Instantaneous Wisdom Saving Throw negates this spell.
When laying hands upon a living creature, the cleric channels positive
A typical task might include slaying a certain monster, rescuing a
energy that cures 5d6+5 points of damage. Since undead are
maiden, obtaining a magic item for the caster, or going on a
powered by negative energy this spell deals damage to them instead
pilgrimage. Such tasks will not be suicidal. If the instructions involve
of curing their wounds.
some open-ended task that the recipient cannot complete through
The reverse of this spell, Cause Critical Wounds, deals 5d6+5 points of his or her own actions the spell remains in effect for a maximum of 1
damage to the target. Undead are cured by all Cause Wounds spells. month. Once the task is completed, the spell ends.
If the character refuses to go on the quest, he or she will be cursed
Dispel Evil
until the quest is continued. This curse sickens the target. Sickened
Components: V, S, M
creatures suffer a -2 penalty to Strength and Dexterity checks, as well
Casting Time: 1 action
as attack and damage rolls, and take a -2 penalty to their Armor Class.
Range: Personal; see text
The Movement Rate of sickened creatures is reduced by half. These
Area of Effect: 30’ radius sphere, centered on the cleric; see text
effects end 8 hours after the creature attempts to resume the Quest.
Duration: 10 minutes (1 turn) or until dispelled; see text
Saving Throw: Wisdom negates; see text The reverse of this spell, Remove Quest, may be used to dispel an
This spell will banish an enchanted (summoned) creature or destroy an unwanted Quest. If the Quest to be dispelled was cast by a higher
animated or undead creature that comes into the spell’s area of level cleric, the cleric casting Remove Quest must make a
effect if it fails its Wisdom Saving Throw. The spell ends once a creature Concentration Check with a DC of 10 plus the caster’s Experience
is banished or destroyed. Bonus (or ½ of the Hit Dice for monstrous casters).
SIXTH LEVEL CLERIC SPELLS

Aerial Servant
Components: V, S
Casting Time: 10 minutes (1 turn)
Range: 30’ (Close)
Effect: 1 summoned creature
Duration: 1 day/caster level; see text
With this spell, the cleric summons an aerial servant, which appears
immediately. The cleric must then describe one creature or item and
its location to the servant, or else it will depart.

The creature does not fight directly, but obeys the command of the
cleric with respect to finding and returning with whatever object or
creature that is described to it. If summoned to retrieve an object it will
attempt to take that object from its holder and, if summoned to
retrieve a creature against that creature’s will, will attempt to subdue
that creature before carrying it back to the summoning cleric.

If the spell’s duration lapses before the task is completed, even if the
aerial servant is already bringing the target back to the caster, the
aerial servant has failed to accomplish its task. If it cannot perform its
duty within the duration of the spell, the servant becomes insane and
returns to attack the caster.

The aerial servant returns to its own plane when its duty is fulfilled, or
Raise Dead (reversible) the cleric is slain.
Components: V, S, M
Casting Time: 1 minute (6 rounds) Animate Objects
Range: 100’ (Medium) Components: V, S
Target: 1 corpse Casting Time: 1 action
Duration: Instantaneous Range: 30’ (Close)
Saving Throw: Charisma negates Area of Effect: 1 Small object per 2 caster levels; see text
By means of this spell the cleric can raise any human, demi-human, or Duration: 1 hour (6 turns)
humanoid creature from the dead. The cleric can raise a creature that The cleric imbues inanimate, mundane objects with mobility and a
has been dead for no longer than 1 week at 9th level. 1 week is added semblance of life. Each animated object immediately attacks
to this for every 2 levels above 9th level (levels 11, 13, 15, 17, and 19). whomever or whatever the cleric initially designates.
While the spell closes mortal wounds and repairs lethal damage of An animated object can be of any non-magical material. The
most kinds, the body of the creature to be raised must be whole. animated objects attack whomever or whatever the caster first
Otherwise, missing parts are still missing when the creature is brought designates. The object can be of any material whatsoever - wood,
back to life. In addition, the subject’s soul must be free and willing to metal, stone, fabric, leather, ceramic, glass, etc.
return. If the subject’s soul is not willing to return, the spell does not
work. The cleric cannot raise someone who has died of old age. The speed of movement of the object is dependent upon its means of
propulsion and its weight. Thus, a large stone pedestal would rock
A raised character has 1 Hit Point and cannot fight, cast spells, use forward at 15’ per round while a slithering object could move at 20’ per
abilities, carry heavy loads, or move at more than half speed. These round. Objects with two legs (statues, ladders) or a similar shape that
effects will be healed after two full weeks of complete bedrest and allows faster movement have a 30’ Movement Rate. Objects with
this healing cannot be affected by magic short of a Heal spell. A Raise multiple legs (tables, chairs) have a Movement Rate of 40’ per round.
Dead cast against an undead creature will destroy it unless it makes Wheeled objects have a Movement Rate of 50’. Objects might have
its Charisma Saving Throw. additional modes of movement as well. A wooden object can float and
The reverse of this spell, Finger of Death, creates a death ray that will has a Movement Rate on water equal to half its land speed. A rope or
kill one living creature. There is no effect if the creature makes a similar sinuous object can climb at half of its normal speed. A sheet-like
Charisma Saving Throw. Lawful clerics will only use Finger of Death in object can fly at half its normal Movement Rate.
life-or-death situations. The damage caused by the attack of an animated object is dependent
upon its form and composition. Light, supple objects can only obscure
True Seeing vision, obstruct movement, bind, trip, smother, etc. Light, hard objects
Components: V, S, M can fall upon or otherwise strike at their targets, or possibly wrap around
Casting Time: 1 action and trip as do light, supple objects. Hard objects can crush or strike, with
Range: Personal larger objects dealing more damage.
Area of Effect: 120’ radius sphere centered on the caster
Duration: 10 minutes (1 turn) As a general guideline, assume that all animated objects have an Armor
When he or she casts this spell, the cleric is able to see all things within Class of 15. Small objects will have 15 Hit Points, Medium objects will
120’ as they truly are. The spell is quite powerful; the cleric can clearly have 30 Hit Points, and Large objects will have 45 Hit Points. All attack as
see all concealed, hidden, invisible, and ethereal objects and if their Hit Dice equaled the caster level of the spell’s caster. Animated
creatures. In addition, any secret doors as well as things or creatures objects deal 1d4 points of damage per size category (Small objects deal
not in their true form - whether polymorphed, disguised, or transmuted 1-4, Medium objects deal 2d4 and Large objects deal 3d4 points of
- are seen as they truly are, with no possibility of deception. damage).

The cleric sees through normal and magical darkness, and sees the The cleric may animate one Small object or an equivalent number of
exact locations of creatures or objects under Blur or Displacement larger objects per 2 caster levels. A Medium object counts as two Small
effects, objects, while a Large object counts as four Small objects. As such, a
12th level cleric may animate either 6 Small objects or its equivalent in
True Seeing, however, does not penetrate solid objects and, in no way, larger objects. This spell cannot animate objects carried or worn by a
confers x-ray vision or its equivalent. creature.
In addition, the spell effects cannot be further enhanced with known
magic, so one cannot use True Seeing through a crystal ball or in
conjunction with Clairvoyance.

CHAPTER 3: SPELLS 33
Barrier (reversible) Restore (reversible)
Components: V, S Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: 100’ (Medium) Range: Touch
Effect: 15’ radius circular barrier Target: 1 living creature
Duration: 2 hours (12 turns) Duration: Instantaneous
This spell creates a magical barrier in an area up to 30’ in diameter. Saving Throw: Constitution negates; see text
The barrier is a wall of whirling and dancing hammers, obviously This spell restores one full level of experience, or one point of a drained
dangerous to any who come in contact with it. Any creature passing ability score, to a victim who has lost either due to an undead
through the barrier takes 6d10 points of damage from the whirling creature’s energy drain ability. It does not restore more than one level
hammers (no saving throw allowed). or ability score point per casting.

This spell is often used to block an entrance or passage. The cleric casting this spell loses one level of experience, as if struck by
a wight, when the spell is cast. This loss, however, is not permanent,
The reverse of this spell, Remove Barrier, will destroy any one Barrier and the cleric need only rest for 1 week to regain the lost experience.
created by a cleric. It can also be used to destroy a magic-user’s Wall
of Ice, Wall of Fire, or Wall of Force spell effect. The reverse of this spell, Energy Drain, drains one level of experience
from the target unless it makes a Constitution Saving Throw. Casting
A Blade Barrier provides cover against attacks made through it. the reversed spell causes no experience level loss to the cleric, nor
does it require any rest afterward, but it is a Chaotic act, avoided by
Find the Path Lawful clerics.
Components: V, S, M
Casting Time: 1 action Summon Animals
Range: Personal Components: V, S, M
Effect: See text Casting Time: 1 action
Duration: 2 hours (12 turns) Range: 30’ (Close)
The recipient of this spell can find the shortest, most direct physical route Effect: Summons 1 or more animals
to a specified destination, be it the way into or out of a locale. The locale Duration: 2 hours (12 turns)
can be outdoors, under ground, or even inside a Maze spell. Find the This spell summons up to 24 Hit Dice worth of animals, with no more
Path works with respect to locations, not objects or creatures at a locale. than 4 Hit Dice each. They appear where the cleric designates (within
The location must be on the same plane as the cleric is at the time of 30’) and act immediately, on the cleric’s turn. They may be sent (by
casting. command) up to 240’ away, if desired. They attack the cleric’s
The spell enables the subject to sense the correct direction that will opponents to the best of their ability. The cleric can communicate with
eventually lead it to its destination, indicating at appropriate times the the creatures and can direct them not to attack, or to attack certain
exact path to follow or physical actions to take. enemies or to take other actions.

For example, the spell enables the subject to sense secret doors, traps, Creatures cannot be summoned into an environment that cannot
and the proper word to bypass a Glyph of Warding. The spell ends when support them. Other than various sorts of giant animals; fantastic
the destination is reached or the duration expires, whichever comes first. animals or monsters cannot be summoned by this spell, i.e., no
Find the Path can be used to remove the cleric and his or her chimeras, dragons, gorgons, manticores, etc.
companions from the effect of a Maze spell in a single round.
The animals disappear when slain or when the spell duration ends.
This divination is keyed to the recipient, not its companions, and its effect
does not predict or allow for the actions of creatures (including Word of Recall
guardians). Components: V
Casting Time: 1 action; see text
When the spell’s duration runs out, the caster only remembers the
Range: Personal
general direction to the place. All other special information is
Target: The cleric
forgotten.
Duration: Instantaneous
The spell is instantly negated if the caster attempts to write down, Word of Recall teleports the cleric instantly back to his or her sanctuary
record, or disclose that special knowledge to others. This spell is often when the word is uttered. The cleric must designate the sanctuary
used to find a fast escape route. when preparing the spell, and it must be a very familiar place. The
actual point of arrival is a designated area no larger than 10’ by 10’.
Heal The cleric can be transported any distance within a plane but cannot
Components: V, S travel between planes.
Casting Time: 1 action
Range: Touch During the round in which this spell is cast, the cleric automatically
Target: 1 living or undead creature gains initiative unless surprised.
Duration: Instantaneous
Saving Throw: Constitution negates; see text SEVENTH LEVEL CLERIC SPELLS
Heal enables the cleric to channel positive energy into a creature to
wipe away injury and afflictions. It immediately ends any and all of the Control Weather
following adverse conditions affecting the target: blinded, cursed, Components: V, S
confused, deafened, diseased, Feebleminded, sickened, stunned, Casting Time: 10 minutes (1 turn); see text
paralyzed, and poisoned. It also removes insanity. Range: Personal
Area of Effect: 2 mile radius circle, centered on the cleric; see text
When used to cure wounds, it cures nearly all damage, leaving the Duration: Concentration, up to 12 hours (72 turns)
recipient with only 1d6 points of damage. Restore the victim to full This spell allows the cleric to create one special weather condition in
starting Hit Points, then roll 1d6 and subtract that amount from the the area within the spell’s area of effect. The spell only works outdoors,
victim’s Hit Point total. and the weather will affect all creatures in the area (including the
caster). The effects will last as for long as the cleric concentrates.
If cast on the recipient of a Raise Dead spell, Heal eliminates the need
for two weeks of bed rest; the recipient can immediately function The effects of the weather conditions will vary, but the following are
normally. This is the only form of magical curing that will work on a typical:
newly-raised creature. Clear: This cancels bad weather (rain, snow, fog) but not secondary
If used on an undead creature, Heal reduces the creature to 1d6 Hit effects (like mud).
Points unless it makes a Constitution Saving Throw.

CHAPTER 3: SPELLS 34
Fog: Vision range is reduced to 20 feet. Creatures in the area have Throw. If the creature fails this save, it is transported to a random
concealment (+1 to Armor Class). Creatures beyond the range of location on the plane of existence that the cleric specifies.
vision have total concealment (+4 to Armor Class). Movement is also
Note: Plane Shift transports creatures instantaneously and then ends.
reduced by half while the fog lasts. The DM may want to give creatures
Transported creatures need to find other means if they wish to leave
in the fog a chance of moving in the wrong direction.
their destination.
Intense Heat: This reduces movement by half while in effect, but will Material Component: A small, forked metal rod. The size and metal
dry out mud caused by rain, snow, transmute rock to mud, and other type dictates to which plane of existence or alternate dimension the
conditions. Those caught in such heat take 1 point of damage each spell sends the affected creatures. It is not consumed by the casting
hour. of this spell.
Rain: Creatures make ranged attacks with a -2 penalty to their attack
rolls. After 30 minutes, the ground will be muddy, reducing movement Regenerate (reversible)
by half. Components: V, S, M
Casting Time: 1 action
Snow: Creatures in the area have concealment (+1 to Armor Class), Range: Touch
movement is reduced by half, and vision range is reduced to 40 feet. Target: 1 living creature
Creatures beyond the range of vision have total concealment (+4 to Duration: Instantaneous
Armor Class). When the snow thaws, mud will still reduce movement. Saving Throw: See text
Rivers and streams may freeze over. The subject’s severed body members (fingers, toes, hands, feet, arms,
legs, tails, or even heads of multi-headed creatures), broken bones,
Windy: This prevents missile fire and flying, and reduces movement by
and ruined organs grow back. After the spell is cast the physical
half. At sea, ships sailing with the wind move 50% faster. In the desert,
regeneration is complete in 1 round if the severed members are
high winds will create a sandstorm that reduces movement by half
present and touching the creature. It takes 2d10 rounds otherwise.
and cuts vision to 20’. Creatures in the sandstorm have concealment
Regenerate also cures 6d8 points of damage.
(+1 to Armor Class). Creatures beyond the range of vision have total
concealment (+4 to Armor Class). The reverse of the spell, Wither, deals 6d8 points of damage and
causes the limb, appendage, or bodily member touched to shrivel
Tornado. This creates a 30’ radius whirlwind under the caster’s control. and cease functioning immediately. The target must be touched and
It moves 60’ per round and deals 2d6 damage to all creatures in the is entitled to a Constitution save to negate this damage. Creatures
area (doubled against flying creatures). At sea, ships caught by a without discernible limbs or appendages suffer the damage but no
tornado take 2d6 points of hull damage (see pages 18-19) per round. other ill effect. While the damage inflicted by this spell heals normally,
the withered limb can only be restored with a Restore, Heal, or
Holy Word Regenerate spell.
Components: V
Casting Time: 1 action Stone Tell
Range: Personal Components: V, S, M
Area of Effect: 40’ radius circle centered on the cleric Casting Time: 10 minutes (1 turn)
Duration: Instantaneous Range: Personal
Saving Throw: None or Wisdom negates; see text Target: The cleric
All creatures within a 40’ radius circle, centered on the cleric, are Duration: 30 minutes (3 turns)
affected by this spell. Friends and foes alike are affected as follows: The cleric gains the ability to speak with stones, which relate who or
Hit Dice Effect what has touched them as well as revealing what is covered or
Up to 4 Hit Dice: Killed* concealed behind or under them. The stones relate complete
5-8 Hit Dice: Stunned for 2d10 minutes* descriptions if asked. A stone’s perspective, perception, and
9-12 Hit Dice: Deafened for 1d6x10 minutes* knowledge may prevent the stone from providing the details the cleric
13+ Hit Dice: Wisdom Saving Throw or blinded for 1d10 rounds is looking for. The cleric can speak with natural or worked stone for the
spell’s duration.
* Only creatures of the cleric’s alignment or with 13 or more Hit Dice (or
levels) may make a Wisdom Saving Throw to avoid the listed effects.
Wind Walk
The effects are cumulative and concurrent. As such, a creature with Components: V, S, M
5 Hit Dice is blinded for 1d10 rounds, deafened for 1d6x10 minutes, and Casting Time: 1 action
stunned for 2d10 minutes. Undead creatures with 4 or less Hit Dice are Range: Touch
destroyed, while living creatures with 4 or less Hit Dice are slain. Targets: The cleric and 6 willing creatures
Furthermore, if the cleric is on its home plane when casting this spell, Duration: 12 hours (72 turns)
summoned creatures within the area are instantly banished back to The cleric alters the substance of his or her body to a cloudlike vapor
their home planes. The banishment effect allows a Wisdom save to (as the Gaseous Form spell) and moves through the air, possibly at
negate. Creatures whose Hit Dice exceed the cleric’s level are not great speed. The cleric can also alter up to 6 willing creatures, each
subject to banishment. of whom may act independently.
This powerful spell cannot be blocked by stone, nor by any other solid Normally, a wind walker floats at a Movement Rate of 20’. If desired
material except lead. It can, however, be blocked by an Anti-Magic by the subject, a magical wind wafts a wind walker along at up to 600’
Shell or countered with within the confines of a Silence 15’ Radius spell. per round, though such travel may only be a single direction.
Wind walkers are not invisible but rather appear misty and translucent.
Plane Shift
If fully clothed in white, they are likely to be mistaken for clouds, fog,
Components: V, S, M
vapors, or the like, gaining a +4 bonus to Dexterity (Stealth) checks
Casting Time: 1 action
made to conceal themselves.
Range: Touch
Target: The cleric and up to 6 willing creatures; or 1 creature; see text A wind walker can regain its physical form as desired and later resume
Duration: Instantaneous the cloud form. Each change to and from vaporous form takes 1
Saving Throw: None or Wisdom negates; see text minute, which counts toward the duration of the spell (as does any
The cleric and up to six willing creatures who link hands are transported time spent in physical form). The cleric may dismiss the spell at will, and
to a different plane of existence. The cleric can specify a target may even dismiss it for individual wind walkers and not others.
destination in general terms, such as the City of Brass on the Elemental
For the last minute of the spell’s duration, a wind walker in cloud form
Plane of Fire or the palace of Dispater on the second level of the Nine
automatically descends 120’ per round (for a total of 720’), though it
Hells, and the cleric appears in or near that destination.
may descend faster if it wishes. This descent serves as a warning that
The cleric can use this spell to banish an unwilling creature to another the spell is about to end.
plane. The cleric chooses a creature within reach and makes a melee
attack against it. On a hit, the creature must make a Wisdom Saving

CHAPTER 3: SPELLS 35
EIGHT LEVEL CLERIC SPELLS Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 6d6
points of damage to any creature caught under the cave-in and
Anti-Magic Shell pinning that creature beneath the rubble, requiring a DC 16 Strength
Components: V, S, M ability check as an action to escape. On a successful Dexterity save,
Casting Time: 1 action the creature takes half as much damage and is not buried.
Range: Personal
Area of Effect: 10’ radius sphere, centered on the cleric Cliffs: Earthquake causes a cliff to crumble, creating a landslide that
Duration: 2 hours (12 turns) travels horizontally as far as it fell vertically. Any creature in the path
Saving Throw: Wisdom negates; see text takes 6d6 points of damage and is buried in the rubble, requiring a DC
An invisible, spherical barrier surrounds and moves with the cleric. The 16 Strength ability check as an action to escape. On a successful
space within this barrier is impervious to most magical effects, Dexterity save, the creature takes half damage and is not buried.
including spells and spell-like powers. Likewise, it prevents the Open Ground: Each creature standing in the area must make a
functioning of any magic items or spells within its confines. Dexterity save or fall prone. A total of 1d6 fissures open in locations
An Anti-Magic Shell suppresses any spell or magical effect used within, chosen by the DM. Each is 1d10x10 feet deep, 10 feet wide, and
brought into, or cast into the area, but does not dispel it. Time spent extends from one edge of the spell’s area to the opposite side.
within an Anti-Magic Shell counts against the suppressed spell’s A creature standing on a spot where a fissure opens must succeed on
duration. a Dexterity Saving Throw or fall in and perish. A creature that
Summoned creatures of any type are dispelled if they enter an Anti- successfully saves moves with the fissure’s edge as it opens. A fissure
Magic Shell. If the cleric casts Anti-Magic Shell in an area occupied by that opens beneath a small structure, such as an inn or cottage,
a summoned creature, it must make a Wisdom Saving Throw or be causes it to automatically collapse, while larger constructions are
banished. damaged and cracked open. Creatures within collapsed structures
take 4d6 damage.
A normal creature can enter the area, as can normal missiles.
Furthermore, while a magic sword does not function magically within River, Lake, or Marsh: Fissures open underneath the water, draining
the area, it is still a sword. The spell has no effect on golems and other away the water from that area and forming muddy ground. Soggy
animated creatures that are imbued with magic during their creation marsh or swampland becomes quicksand (see page 68), sucking
process and are thereafter self-supporting. Should a creature be larger down creatures and structures. At the end of the spell, the rest of the
than the area enclosed by the barrier, any part of it that lies outside body of water rushes in to replace the drained water, possibly
the barrier is unaffected by the field. drowning those caught in the mud.

Dispel Magic does not remove the field. Survival


Components: V, S
Two or more Anti-Magic Shells sharing any of the same space have no Casting Time: 1 action
effect on each other. Certain spells, such as Wall of Force, Prismatic Range: Touch
Sphere, and Prismatic Wall, remain unaffected by Anti-Magic Shell Target: 1 willing creature
(see the individual spell descriptions). Artifacts and deities are Duration: 12 hours (72 turns)
unaffected by mortal magic such as this. This spell protects one creature against all damage caused by natural
conditions on any plane of existence. This spell protects the recipient
Discern Location from adverse conditions of all types, including normal heat or cold,
Components: V, S lack of air, toxic fumes, and so forth. While the spell is in effect, the
Casting Time: 10 minutes (1 turn) caster needs no air, food, water, or sleep.
Range: Personal
Target: The cleric; see text
Duration: Instantaneous
A Discern Location spell is among the most powerful means of locating
creatures or objects. Nothing short of a Mind Blank spell or the direct
intervention of a deity keeps the cleric from learning the exact
location of a single individual or object.

The spell reveals the name of the creature’s or object’s location


(place, name, business name, building name, or the like), community,
county (or similar political division), country, continent, and the plane
of existence where the target lies.

To find a creature with the spell the cleric must have seen the creature The spell does not protect against magical damage of any type, nor
or have some item that once belonged to it. To find an object the does it protect against physical attacks, poison, or breath weapons.
cleric must have touched it at least once.
Example: A cleric might use this spell: in a desert or blizzard to prevent
Earthquake damage from the natural conditions; underground or underwater,
Components: V, S, M enabling survival without air; in space, to magically survive in vacuum;
Casting Time: 1 action or on the elemental plane of fire, to protect against conditional fire
Range: 400’ (Long) damage.
Area of Effect: 80’ radius circle
Duration: Instantaneous; see text Wizardry
Saving Throw: See text Components: V, S
When the cleric casts Earthquake, an intense but highly localized Casting Time: 10 minutes (1 turn)
tremor rips the ground. The shock knocks creatures down, collapses Range: Personal
structures, opens cracks in the ground, and more. The effect lasts for 1 Target: The cleric
minute (6 rounds), during which time creatures on the ground can’t Duration: 10 minutes (1 turn)
move or attack. A spellcaster on the ground must make a DC 18 The cleric using this spell gains the power to use items normally
Concentration Check or lose any spell he tries to cast. The earthquake restricted to magic-users, such as a wands or scrolls.
affects all terrain, vegetation, structures, and creatures in the area. The
Clerics using this spell may automatically read any magic-user scroll,
specific effect of an earthquake spell depends on the nature of the
as if using Read Magic, but may not cast spells above 6th level.
terrain where it is cast.

CHAPTER 3: SPELLS 36
NINTH LEVEL CLERIC SPELLS

Astral Spell Rate. An insubstantial creature can move through solid objects,
Components: V, S, M including living creatures. An ethereal creature can see and hear on
Casting Time: 10 minutes (1 turn) the Material Plane, but everything looks gray and ephemeral. Sight
Range: Touch and hearing onto the Material Plane are limited to 60 feet.
Targets: The cleric and up to 8 willing creatures
Duration: See text An ethereal creature can’t attack material creatures and vice versa.
The cleric projects his or her astral self onto the Astral Plane, leaving his Treat other ethereal creatures and ethereal objects as if they were
or her physical body behind on the Material Plane in a state of material.
suspended animation. The spell projects an astral copy of the cleric If the spell ends while a target is inside a material object, such as a
onto the Astral Plane. solid wall, that target takes 1d6 damage and is shunted off to the
Since the Astral Plane touches upon other planes, the cleric can travel nearest open space.
astrally to any of these other planes at will. To enter one of the outer
planes, the cleric leaves the Astral Plane, forming a new physical body
(and equipment) on the plane of existence the cleric has chosen to
enter.
Up to 8 willing creatures, linked in a circle at the time of casting, can
travel with the cleric in this manner. These fellow travelers are
dependent upon the cleric and must accompany the cleric at all
times. If separated from the cleric during the journey, his or her
companions are stranded at their destination.

While on the Astral Plane the astral body is connected at all times to
the physical body by a silvery cord. If the cord is broken the traveler is Gate
killed, both astrally and physically. Luckily very few things can destroy Components: V, S; see text
a silver cord. When a second body is formed on a different plane, the Casting Time: 1 action; see text
incorporeal silvery cord remains invisibly attached to the new body. If Range: 100’ (Medium)
the second body or astral form is slain the cord simply returns to the Effect: See text
body where it rests on the Material Plane, thereby reviving it from its Duration: See text
state of suspended animation. Casting a Gate spell has two effects. First, it creates an inter-
Although astral bodies can function on the Astral Plane, their actions dimensional connection between the cleric’s plane of existence and
affect only creatures existing on the Astral Plane; a physical body must a plane the cleric specifies, allowing travel between those two planes
be materialized on other planes. in either direction. Second, the cleric may then call a particular
individual or kind of being through the gate.
The cleric and his or her companions may travel through the Astral
The gate itself is a circular hoop or disk from 5 to 20 feet in diameter
Plane indefinitely. Their bodies simply wait behind in a state of
(cleric’s choice), oriented in the direction the cleric desires when it
suspended animation until the cleric chooses to return. The spell lasts
comes into existence (typically vertical and facing the cleric). It is a
until the cleric desires to end it or until it is terminated by some outside
two-dimensional window looking into the plane the cleric specified
means, such as a Dispel Magic cast upon either the physical body or
when casting the spell and anyone or anything that moves through is
the astral form (which ends the spell), the severing of a silver cord
shunted instantly to the other side. A gate has a front and a back.
(which kills that person), or the destruction of a body back on the
Creatures moving through the gate from the front are transported to
Material Plane (which also kills that person).
the other plane; creatures moving through it from the back are not.
Material Component: A silver cord worth 5 gp for each person to be
Planar Travel: As a mode of planar travel, a Gate spell functions much
affected. These are not consumed when the spell is cast.
like a Plane Shift spell except that the gate opens precisely at the point
the cleric desires. Deities and other beings who rule a planar realm
Etherealness
can prevent a gate from opening in their presence or personal
Components: V, S, M
demesnes if they so desire. Travelers need not join hands with the
Casting Time: 1 action
cleric; anyone who chooses to step through the portal is transported.
Range: Touch
A gate cannot be opened to another point on the same plane; the
Targets: The cleric and up to 6 willing creatures
spell works only for inter-planar travel.
Duration: 30 minutes (3 turns)
The cleric and up to 6 willing creatures joined by linked hands become The cleric may hold the gate open only for a brief time (no more than
ethereal. For the duration of the spell the spell’s targets are in a place 1 minute) and must concentrate on doing so or else the inter-planar
called the Ethereal Plane which overlaps the physical, Material Plane. connection closes on the round after the cleric stops concentrating
Once ethereal, the subjects need not stay together. When the spell upon the gate.
expires the targets return to material existence.
Calling Creatures: The second effect of the Gate spell is to call one or
An ethereal creature is invisible, insubstantial, and capable of moving more extraplanar creatures through the gate. By naming a particular
in any direction, even up or down, albeit at half its normal Movement being or kind of being as the spell is cast, the cleric causes the gate to

CHAPTER 3: SPELLS 37
open in the immediate vicinity of the desired creature or creatures The cleric doesn’t so much cast a Miracle as request one. The cleric
and pull them through, willing or unwilling. Deities and unique beings states what he or she would like to have happen and requests that or
are under no compulsion to come through the gate, although they his or her deity intercede. A miracle can do any of the following things:
may choose to do so of their own accord. This use of the spell creates Duplicate any cleric spell of 8th level or lower.
a gate that remains open just long enough to transport the called
creature or creatures. Duplicate any other spell of 7th level or lower.

If the cleric chooses to call a kind of creature instead of a known Undo the harmful effects of certain spells, such as Feeblemind.
individual, the cleric may call either a single creature (of any Hit Dice) Have any effect whose power level is in line with the above effects.
or several creatures. The cleric can call and control several creatures
Alternatively, a cleric can make a very powerful request. Casting such
as long as their Hit Dice total does not exceed his or her level.
a Miracle costs the cleric 5,000 gold pieces in powdered diamonds
In the case of a single creature, the cleric can control it if its Hit Dice because of the powerful divine energies involved. Examples of
do not exceed twice his or her level. Deities and unique beings cannot especially powerful Miracles of this sort could include the following:
be controlled in any event. An uncontrolled being acts as it pleases,
Swinging the tide of a battle in the cleric’s favor by raising fallen allies
making the calling of such creatures rather dangerous. An
to continue fighting.
uncontrolled being may return to its home plane at any time.
Moving the cleric and all allies from one plane to another through
A controlled creature can be commanded to perform a service. Such
planar barriers to a specific locale with no chance of error.
services fall into two categories: immediate tasks and contractual
service. Fighting for the cleric in a single battle or taking any other Protecting a city from an earthquake, volcanic eruption, flood, or
actions that can be accomplished within 1 round per level of the cleric other major natural disaster.
counts as an immediate task; the cleric need not make any A duplicated spell allows Saving Throws as normal. In any event, a
agreement or pay any reward for the creature’s help. Few if any request that is out of line with the deity’s (or power’s) nature is refused.
creatures will accept a task that seems suicidal. The creature departs
at the end of the spell. Raise Dead Fully (reversible)
A task taking up to 1 minute per cleric level requires a payment of 250 Components: V, S, M
gp per Hit Die of the creature called. For a task taking up to 1 hour per Casting Time: 1 minute (6 rounds)
cleric level, the creature requires a payment of 500 gp per Hit Die. A Range: 100’ (Medium)
long-term task, one requiring up to one day per cleric level, requires a Target: 1 corpse
payment of 1,000 gp per Hit Die. Note that payment need not be Duration: Instantaneous
made directly to the gated creature and can take a variety of forms, Saving Throw: Charisma negates
from donating gold or magic items to an allied temple, to a gift given This spell functions like Raise Dead, except that the cleric is able to
directly to the creature, to some other action on the cleric’s part that restore life and complete strength to any deceased creature. The
matches the creature’s alignment and goals. condition of the remains is not a factor. So long as some small portion
of the creature’s body still exists, it can be raised, but the portion
If the cleric chooses to exact a longer or more involved form of service
receiving the spell must have been part of the creature’s body at the
from a called creature, he or she must offer some fair trade in return
time of death. The remains of a creature hit by a Disintegrate or
for that service. The service exacted must be reasonable with respect
Obliterate spell count as a small portion of its body. The creature can
to the promised favor or reward. The bargaining takes at least 1 round,
have been dead no longer than 1 month per caster level. The cleric
so any actions by the creature begin in the round after it arrives.
cannot raise someone who has died of old age.
Immediately upon completion of the service, the being is transported
Upon completion of the spell, the creature is immediately restored to
to the cleric’s vicinity and the cleric must then and there turn over the
full Hit Points, vigor, and health.
promised reward. After this is done the creature is instantly freed to
return to its own plane. Failure to fulfill the promise to the letter results The spell is fatal to undead. Cast on an undead creature, the spell
in the cleric being subjected to service by the creature or by its liege immediately destroys the creature unless it makes a Charisma Saving
and master, at the very least. At worst, the creature or its kin may Throw.
attack the cleric. The reverse of this spell, Obliterate, destroys a living creature unless it
makes a Charisma Saving Throw. A destroyed creature is reduced to
Miracle ash.
Components: V, S, M; see text
Casting Time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: See text
Magic-user and Elf Spells Fifth Level Magic-user & Elf Spells
1] Airy Water
The following lists of magic-user and elf spells, sorted by spell level, are 2] Animate Dead
followed descriptions of each spell. Elves do not have access to 7th, 3] Cloudkill
8th, and 9th level spells. Spells listed in italics are reversible. 4] Cone of Cold
First Level Magic-user & Elf Spells 5] Conjure Elemental
1] Change Self 6] Contact Higher Plane
2] Charm Person 7] Feeblemind
3] Color Spray 8] Growth of Animals
4] Comprehend Languages 9] Hold Monster
5] Detect Magic 10] Magic Jar
6] Feather Fall 11] Passwall
7] Find Familiar 12] Telekinesis
8] Floating Disk 13] Teleport
9] Hold Portal 14] Transmute Rock to Mud
10] Light 15] Wall of Stone
11] Magic Missile
12] Mending Sixth Level Magic-user & Elf Spells
13] Prestidigitation 1] Anti-Magic Shell
14] Protection from Evil 2] Control Weather
15] Read Magic 3] Death Spell
16] Shield 4] Disintegrate
17] Shocking Grasp 5] Geas
18] Sleep 6] Globe of Invulnerability
7] Invisible Stalker
Second Level Magic-user & Elf Spells 8] Move Earth
1] Blur 9] Part Water
2] Continual Light 10] Projected Image
3] Detect Evil 11] Reincarnation
4] Detect Invisible 12] Stone to Flesh
5] Entangle 13] True Seeing
6] ESP 14] Wall of Force
7] Gust of Wind 15] Wall of Iron
8] Invisibility
9] Knock Seventh Level Magic-user Spells
10] Levitate 1] Charm Plant
11] Locate Object 2] Delayed Blast Fire Ball
12] Magic Mouth 3] Find the Path
13] Mirror Image 4] Legend Lore
14] Phantasmal Force 5] Mass Invisibility
15] Spider Climb 6] Plane Shift
16] Strength 7] Power Word, Stun
17] Web 8] Prismatic Spray
18] Wizard Lock 9] Reverse Gravity
10] Statue
Third Level Magic-user & Elf Spells 11] Summon Monsters I
1] Blink 12] Summon Object
2] Clairvoyance 13] Sword
3] Darkvision 14] Teleport any Object
4] Dispel Magic
5] Fire Ball Eighth Level Magic-user Spells
6] Fly 1] Binding
7] Gaseous Form 2] Clone
8] Haste 3] Irresistible Dance
9] Hold Person 4] Mass Charm
10] Invisibility 10’ Radius 5] Maze
11] Lightning Bolt 6] Mind Blank
12] Protection from Evil,10’ Radius 7] Permanence
13] Protection from Normal Missiles 8] Polymorph any Object
14] Stinking Cloud 9] Power Word, Blind
15] Water Breathing 10] Prismatic Wall
11] Summon Monsters II
Fourth Level Magic-user & Elf Spells 12] Symbol
1] Charm Monster
2] Confusion Ninth Level Magic-user Spells
3] Dimension Door 1] Astral Spell
4] Growth of Plants 2] Contingency
5] Hallucinatory Terrain 3] Etherealness
6] Ice Storm 4] Gate
7] Massmorph 5] Meteor Swarm
8] Phantasmal Killer 6] Power Word, Kill
9] Polymorph Others 7] Prismatic Sphere
10] Polymorph Self 8] Shapechange
11] Remove Curse 9] Summon Monsters III
12] Scrying 10] Survival
13] Wall of Fire 11] Timestop
14] Wall of Ice 12] Wish
15] Wizard Eye

CHAPTER 3: SPELLS 39
FIRST LEVEL MAGIC-USER AND ELF SPELLS Comprehend Languages
Components: V, S
Change Self Casting Time: 1 action
Components: V, S Range: Personal
Casting Time: 1 action Target: 1 creature or object
Range: Personal Duration: 20 minutes (2 turns)
Target: The caster The caster can understand the spoken words of a creature or read
Duration: 1 hour (6 turns) otherwise incomprehensible written messages. In either case, the
Saving Throw: Intelligence negates; see text caster must touch the creature or the writing. The ability to read does
The caster makes him or herself - including clothing, armor, weapons, not necessarily impart insight into the material, merely its literal
and equipment - look different. The caster can seem 1 foot shorter or meaning. The spell enables the caster to understand or read an
taller, thin, fat, or of medium build. The caster cannot change body unknown language, not speak or write it.
type (a humanoid caster must retain a humanoid form). Otherwise, Written material can be read at the rate of 1 page (250 words) per
the extent of the apparent change is up to the caster. The caster minute. Magical writing cannot be read, though the spell reveals that
could add or obscure a minor feature or look like an entirely different it is magical. It deciphers codes and reveals the meaning of secret
person. symbols on treasure maps and so forth.
A creature using Change Self gains a +4 bonus to Charisma checks
made to impersonate another person, so long as the illusion goes Detect Magic
unnoticed (see below). Components: V, S
The spell does not provide the abilities or mannerisms of the chosen Casting Time: 1 action
form, nor does it alter the perceived tactile (touch) or audible (sound) Range: Personal
properties of the caster or his or her equipment. A creature that Area of Effect: 60’ radius sphere
interacts with the glamer gets an Intelligence Saving Throw to Duration: 30 minutes (3 turns)
recognize it as an illusion. This spell determines if there has been an enchantment laid upon a
person, place, or thing, causing any magic item within 60’ to glow. It is
Charm Person useful, for example, to discover if some item is magical, if a door has
Components: V, S been magically “Held” or “Wizard Locked,” and so forth.
Casting Time: 1 action The spell can penetrate barriers, but 1’ of stone, an inch of common
Range: 100’ (Medium) metal, a thin sheet of lead, or 3’ of wood or dirt blocks it.
Target: 1 living creature; see text
Duration: See text Feather Fall
Saving Throw: Charisma negates Components: V
This charm makes a human, demi-human, or humanoid creature (such Casting Time: Instantaneous; when the caster or another target falls
as a bugbear, gnoll, gnome, goblin, hobgoblin, kobold, lizard man, Range: 30’ (Close)
pixie, or sprite) that fails it Charisma Saving Throw regard the caster as Targets: Up to 6 creatures
its trusted friend and ally. If the creature is being threatened or Duration: 1 minute (6 rounds)
attacked by the caster or his or her allies, however, it gets a +4 bonus The targeted creatures or objects fall slowly. Feather Fall instantly
on its Saving Throw. It will not affect Large-sized or undead creatures. changes the rate at which the targets fall to a mere 120 feet per round
The spell does not enable the caster to control the charmed person as (equivalent to the end of a fall from a few feet) and the subjects take
if he or she were an automaton, but the target perceives the caster’s no damage upon landing while the spell is in effect. Should the target
words and actions in the most favorable way. The caster can try to of the spell fail to land by the end of Feather Fall’s duration, the normal
give the subject orders, but must succeed at a Charisma ability check rate of falling resumes.
in order to convince him or her to do anything he wouldn’t ordinarily The spell affects one or more creatures (including gear and carried
do. objects up to each creature’s maximum load) or objects within 30’ of
An affected creature never obeys suicidal or obviously harmful orders the caster.
but might be convinced that something very dangerous is worth This spell is cast with an instant utterance, quickly enough to save the
doing. Any act by the caster, or his or her allies, that threatens the caster or an ally from an unexpected fall. Casting the spell is
charmed person automatically breaks the spell. The caster must speak instantaneous and it may even be cast when it isn’t the casters turn,
the person’s language to communicate commands, or else be good or if the caster has already acted that round.
at pantomiming.
Creatures with above average intelligence (a score of 13-18) may Find Familiar
make a new saving throw each day. Creatures with average Components: V, S, M
intelligence (a score of 9-12) may save again once per week, and Casting Time: 8 hours
creatures with below average intelligence (a score of 3-8) may save Range: 30’ (Close)
again once each month. Target: 1 summoned familiar
Duration: Instantaneous
Charm Person may be removed with a Dispel Magic spell. This spell enables the caster to attempt to
summon a familiar to act as his or her
Color Spray aide and companion. Familiars are
Components: V, S typically small creatures, such as cats,
Casting Time: 1 action frogs, ferrets, crows, hawks, snakes, owls,
Range: Personal ravens, toads, weasels, or even mice. A
Area of Effect: 15’ cone creature acting as a familiar can benefit
Duration: Instantaneous; see text a magic-user or elf, conveying its sensory
Saving Throw: Wisdom negates powers to its master, conversing with him
A vivid cone of clashing colors springs forth from the caster’s hand, or her, and serving as a guard/scout/spy
causing living creatures to become stunned, perhaps also blinded, as well. A magic-user or elf can have only
and possibly knocked unconscious. Each creature within the cone is one familiar at a time, however, and has
affected according to its Hit Dice. Sightless creatures are not affected no control over what sort of creature
by Color Spray. answers the summoning, if any at all
2 HD or less: The creature is knocked unconscious for 2d4 rounds and come. The power of the conjuration is
then blinded and stunned for 1d6 rounds. such that it can be attempted but once
per year.
3 or 4 HD: The creature is blinded and stunned for 1d6 rounds.
5 or more HD: The creature is stunned for 1 round.

CHAPTER 3: SPELLS 40
A familiar is of certain benefit to a caster, as the creature adds to the This spell causes bright light, equal to a lantern, to emanate in a 30’
spellcaster’s Hit Points, conveys its sensory powers to its master, and sphere from the targeted object or creature. A targeted creature may
can converse with its master. The caster has an empathic link with the make a Wisdom Saving Throw to negate the spell. Light negates the
familiar and can issue it mental commands at a distance of up to 1 Darkness spell (see below) and vice versa.
mile. Note that empathic responses from the familiar are generally The reverse of this spell, Darkness, causes darkness to emanate from
fairly basic - while able to communicate simple thoughts, these are the targeted object or creature in a 30’ radius sphere. A targeted
often overwhelmed by instinctual responses. The caster cannot see creature may make a Wisdom Saving Throw to negate the spell.
through the familiar’s eyes. Normal lights (torches, candles, lanterns, and so forth) are incapable
At such time as the caster determines to find a familiar, he or she must of brightening the area, though a Light spell will negate it.
stoke up a brass brazier with charcoal and, when this is burning well,
add 100 gold pieces worth of incense, herbs (basil, savory, and catnip Magic Missile
for sure) and fat. When these items are burning the spellcaster begins Components: V, S
the incantation and it must be continued for at least 8 hours. Casting Time: 1 action
The familiar summoned is determined by rolling a d20 and consulting Range: 100 feet (Medium)
the following table. The DM will secretly determine the result: Effects: Creates 1 or more magical arrows that strike foes
Duration: Instantaneous
d20 Roll* Familiar Sensory Powers A magic missile is a glowing arrow, created and shot by magic, which
1-4 None does 1d6+1 points of damage to any creature it strikes. It will
5-8 Cat +2 to Wisdom (Perception) ability checks automatically hit any visible target.
9-10 Crow +2 to Wisdom (Perception) ability checks
11-12 Hawk +2 to Wisdom (Perception) ability checks For every 2 levels the caster has gained beyond 1st, he or she may
13-14 Owl Darkvision 60’ shoot one more missile when casting the spell, to a maximum of 7
15-16 Rat +2 to Wisdom (Perception) ability checks missiles at level 13 and beyond. These may be shot at one target, or
17-18 Toad +2 to Wisdom (Perception) ability checks the caster may choose to cast the missiles at different targets.
19-20 Weasel +2 to Wisdom (Perception) ability checks Example: A 7th level magic-user may cast four missiles. These may strike
*Add 1 to the die roll at caster levels 6, 12, and 18. up to 4 different targets.
A typical familiar has 6 Hit Points, an Armor Class of 14 (due to size,
speed, etc.), and makes Saving Throws as its master does. Each is Mending
abnormally intelligent, with an Intelligence of 8 + their master’s Components: V, S
Intelligence modifier, and totally is faithful to its master. Casting Time: 1 action
Range: Touch
Deliberate mistreatment, failure to feed and care for the familiar, or Target: 1 object of up to 1 lb.
continuous unreasonable demands have adverse effects on the Duration: Instantaneous
familiar’s relationship with its master. Purposely arranging the death of Mending repairs small breaks or tears in objects. It will weld broken
one’s own familiar incurs great disfavor from certain powerful entities, metallic objects such as a ring, a chain link, a medallion, or a slender
with dire results. Most familiars will fight and risk their lives to defend dagger, providing but one break exists.
their master.
Ceramic or wooden objects with multiple breaks can be invisibly
Floating Disk rejoined to be as strong as new. A hole in a leather sack or a wineskin
Components: V, S is completely healed over by Mending. The spell can repair a magic
Casting Time: 1 action item, but the item’s magical abilities are not restored. The spell cannot
Range: 30’ (Close) mend broken magic rods, staffs, or wands, nor does it affect creatures
Effect: 3’ diameter disk of force (including animated creatures).
Duration: 3 hours
The caster creates a slightly concave, circular plane of force. The disk Prestidigitation
is 3’ in diameter and 1” deep at its center. It can hold 500 pounds of Components: V, S
weight. If used to transport a liquid, its capacity is 2 gallons. Casting Time: 1 action
Range: 100’ (Medium)
The disk floats approximately 3’ above the ground at all times and Effect: See text
remains level. It floats along horizontally within spell range and Duration: 20 minutes (2 turns)
accompanies the caster at his or her Movement Rate. If not otherwise Saving Throw: Intelligence negates; see text
directed, it maintains a constant interval of 5’ between itself and the Prestidigitation allows the caster to create minor illusory effects. These
caster. may be auditory or visual illusions, depending on which aspect of the
The disk winks out of existence when the spell duration expires. The disk spell is chosen upon casting:
also winks out if the caster moves beyond range or tries to take the Audible Glamer: Audible Glamer allows the caster to create a volume
disk more than 3’ away from the surface beneath it. When the disk of sound that rises, recedes, approaches, or remains at a fixed place.
winks out, whatever it was supporting falls to the surface beneath it. The caster chooses what type of sound Audible Glamer creates when
casting it and cannot thereafter change the sound’s basic character.
Hold Portal The caster can also use this aspect of Prestidigitation make the sound
Component: V of his or her voice come from someplace else within range, such as
Casting Time: 1 action from a statue, animal, and so forth.
Range: 30’ (Close)
Target: 1 portal with an area of up to 20 square feet/caster level The volume of sound created depends on the caster’s level. Audible
Duration: 2 hours (12 turns) Glamer can produce as much noise as 4 normal humans per caster
This spell magically holds shut a door, portcullis, gate, window or level (to the maximum equivalent of 20 humans at caster level 5 and
shutter of wood, metal, or stone. The magic affects the portal just as if beyond). Thus talking, singing, shouting, walking, marching, or running
it were securely closed and normally locked. A Knock spell or a sounds can be created.
successful Dispel Magic spell can negate a Hold Portal spell. Examples: A horde of rats running and squeaking is about the same
A Held portal takes half damage from all non-magical attacks and is volume as eight humans running and shouting, while a roaring lion is
only forced open with a DC 22 Strength ability check. equal to the noise from sixteen humans.
Dancing Lights: Depending on the version selected, the caster creates
Light (reversible) up to four lights that resemble lanterns or torches, four glowing spheres
Components: V of light (which look like will-o’-wisps), or one faintly glowing, vaguely
Casting Time: 1 action humanoid shape.
Range: 100’ (Medium)
The dancing lights must stay within a 10’ radius area in relation to each
Target: 1 object or creature
other but otherwise move as the caster desires: forward or back, up or
Duration: 2 hours (12 turns)
down, straight or turning corners, or the like.
Saving Throw: Wisdom negates

CHAPTER 3: SPELLS 41
The lights can move up to 30’ per round. A light winks out if the Duration: 4d4x10 minutes (4-16 turns)
distance between the caster and it exceeds the spell’s range. Saving Throw: Wisdom negates
A Sleep spell causes 2d8 Hit Dice of creatures to fall into a magical
slumber. Only creatures with 4 or fewer Hit Dice are affected by this
spell. Creatures with the fewest HD are affected first. Creatures with a
Hit Point bonus to their Hit Dice are considered to be 1 Hit Die higher.
Among creatures with equal HD, those who are closest to the spell’s
point of origin are affected first. Hit Dice that are not sufficient to affect
a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an
affected creature, but normal noise does not. Awakening a creature
Protection from Evil requires an action. Sleep does not target unconscious, animated, or
Components: V, S undead creatures.
Casting Time: 1 action
Range: Personal SECOND LEVEL MAGIC-USER AND ELF SPELLS
Duration: 2 hours (12 turns)
This spell circles the caster with a magic barrier. This barrier will move Blur
with the caster. The spell serves as some protection from “evil” attacks Components: V
(attacks by monsters an alignment other than the caster’s alignment) Casting Time: 1 action
by adding 2 to the caster’s Saving Throws and adding 2 to the caster’s Range: Touch
Armor Class against such foes. Target: 1 willing creature
Duration: 20 minutes (2 turns)
The spell will also keep out melee attacks from summoned monsters, The subject’s outline appears blurred, shifting, and wavering. This
such as elementals, but not missile fire attacks from these creatures. distortion grants the subject total concealment (+4 to Armor Class) for
The caster breaks this protection by attacking the monster in melee the spell’s duration. A Detect Invisibility spell does not counteract the
combat, but still gains the bonus to Armor Class and Saving Throws. Blur effect though a True Seeing spell does.

Read Magic Continual Light (reversible)


Components: V, S Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: Personal Range: Touch
Target: The caster Target: 1 object or creature
Duration: 1 hour (6 turns) Effect: 60’ radius sphere of sunlight
By means of Read Magic, the caster can decipher magical Duration: Permanent until dispelled
inscriptions on objects – spell books, scrolls, weapons, and the like - Saving Throws: Intelligence negates
that would otherwise be unintelligible. This deciphering does not A globe of light, equivalent to daylight, springs forth from an object or
normally invoke the magic contained in the writing, although it may creature that the caster touches. A touched creature may make an
do so in the case of a cursed scroll. Intelligence Saving Throw to negate the spell. An object or creature
Once the spell is cast and the caster has read a magical inscription, bearing Continual Light can be covered and hidden, but the magical
the caster is able to read that particular writing without recourse to light will not be smothered or quenched.
further use of Read Magic. Creatures who suffer penalties in bright light (goblins, undead, etc.) will
The caster can read at the rate of 1 page (250 words) per minute. The suffer these penalties within the radius of a Continual Light spell.
spell allows the caster to identify a Glyph of Warding or any Symbol The reverse of this spell, Continual Darkness, creates a 60’ radius globe
spell. of total, impenetrable darkness that emanates from an item or
creature that the caster touches. A touched creature may make an
Shield
Intelligence Saving Throw to negate the spell. An object or creature
Components: V, S
bearing Continual Darkness can be covered and hidden, but the
Casting Time: 1 action
magical darkness will not be smothered or quenched.
Range: Personal
Target: The caster Darkvision is useless within this sphere and normal lights (torches,
Duration: 20 minutes (2 turns) candles, lanterns, and so forth) are incapable of brightening the area.
This spell circles the spell caster with a magical barrier between the Creatures within the area are blinded unless they can see through
caster and his or her enemies. It moves with the spell caster. It gives magical darkness through the use of True Seeing or similar magic.
the caster an Armor Class of 18 against missile attacks and AC 16 Continual Light counters and dispels Darkness and Continual Darkness,
against other attacks. while Continual Darkness counters and dispels Light and Continual
It negates Magic Missile attacks directed at the caster. Light.

Shocking Grasp Detect Evil (reversible)


Components: V, S Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Personal
Target: 1 creature or object Area of Effect: 60’ radius sphere, centered on the caster
Duration: 1 minute (6 rounds) or until discharged; see text Duration: 30 minutes (3 turns)
The caster’s successful melee attack deals 1d8 points of lightning This spell can be used to detect evil intentions, or evilly enchanted
damage +1 point per level. When delivering the jolt, the caster gains objects within 60 feet, causing the creatures or objects to glow. Actual
a +4 bonus on his or her attack roll if the opponent is wearing metal thoughts are not detected; only the “feeling of evil”. The exact
armor, made out of metal, or carrying a lot of metal. definition of “evil” is left to each referee, and players should discuss this
point so that all agree; “Chaotic” is not always “evil”. Poison and
The spell remains in effect for 1 minute (6 rounds) or until it is discharged
physical traps are neither good nor evil. The spell can penetrate
when the caster makes a Shocking Grasp melee attack.
barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead,
or 3’ of wood or dirt blocks it.
Sleep
Components: V, S The reverse of this spell, Detect Good, functions just as Detect Evil,
Casting Time: 1 action except that is detects good intentions and good magic items. Healing
Range: 100 feet (Medium) potions, antidotes, and similar beneficial items are not good.
Area of Effect: 1 or more living creatures within a 15’ radius sphere

CHAPTER 3: SPELLS 42
Detect Invisibility Those within the path of the Gust of Wind may not make missile attacks
Components: V, S and must make a DC 18 Concentration Check to cast spells.
Casting Time: 1 action Creatures in the area must succeed at a DC 18 Strength ability check
Range: Personal or be knocked back 1d3x5 feet, fall prone, and take 1d3 points of
Area of Effect: 60’ radius sphere, caster on the caster damage. Flying creatures that fail their Strength ability check take 1d6
Duration: 1 hour (6 turns) points of damage and are blown back 1d6x10 feet.
The caster can see any objects or beings that are invisible within a 60’
sphere, as well as any that are ethereal, as if they were normally visible. Creatures that make their Strength check to remain standing move at
Such creatures are visible to the caster as translucent shapes, allowing ½ of their Movement Rate. Flying creatures must immediately land or
the caster to easily to discern the difference between visible, invisible, get blown back (see above).
and ethereal creatures. In addition to the effects noted, a Gust of Wind can do anything that
a sudden blast of wind would be expected to do. It can create a
The spell does not reveal the method used to obtain invisibility. It does
stinging spray of sand or dust, fan a large fire, overturn delicate
not reveal illusions or enable the caster to see through opaque
awnings or hangings, heel over a small boat, and blow gases or vapors
objects. It does not reveal creatures that are simply hiding, concealed,
to the edge of its range.
or otherwise hard to see.
Invisibility
Entangle
Components: V, S
Components: V, S
Casting Time: 1 action
Casting Time: 1 action
Range: Touch
Range: 400’ (Long)
Target: 1 willing, Medium-sized or smaller, creature
Area of Effect: Plants in a 40’ radius circle
Duration: Until discharged; see text
Duration: 1 round/caster level
The creature or object touched becomes invisible, vanishing from
Saving Throw: Dexterity partial; see text
sight, even from Darkvision. If the recipient is a creature carrying gear,
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about
that vanishes, too. Invisible creatures have total concealment (+4 to
creatures in the area or those that enter the area, holding them fast and
Armor Class) against those who cannot see invisible creatures.
causing them to become entangled.
Items dropped or put down by an invisible creature become visible;
Creatures who fail their initial Dexterity save versus this spell are
items picked up disappear if tucked into the clothing or pouches worn
entangled. While entangled, a creature loses its Dexterity and shield
by the creature. Light, however, never becomes invisible, although a
bonus to Armor Class. Entangled creatures can attempt to break free
source of light can become so (thus, the effect is that of a light with
by making a Strength ability check with a DC equal to the spell’s Saving
no visible source). Of course, the subject is not magically silenced,
Throw DC. This attempt, whether it succeeds or fails, uses the creature’s
and certain other conditions can render the recipient detectable
action for the round.
(such as stepping in a puddle).
A creature that succeeds on its initial Saving Throw, or who later breaks
The spell ends if the subject attacks any creature. For purposes of this
free, is not entangled and can move at 5 feet per round through the
spell, an attack includes any spell targeting a foe or whose area of
area. Each round, on the caster’s turn, the plants once again attempt
effect includes a foe. Actions directed at unattended objects do not
to entangle all creatures that have avoided or escaped entanglement,
break the spell. Causing harm indirectly is not an attack. Thus, an
requiring all in the spell’s radius to roll another Saving Throw.
invisible being can open doors, talk, eat, climb stairs, summon
All creatures within the Entangle spell’s radius have cover (+2 to Armor monsters and have them attack, cut the ropes holding a rope bridge
Class). while enemies are on the bridge, remotely trigger traps, open a
portcullis to release attack dogs, and so forth. If the subject attacks
ESP directly, however, it immediately becomes visible along with all its
Components: V, S gear. Spells such as Bless that specifically affect allies but not foes are
Casting Time: 1 action not attacks for this purpose, even when they include foes in their area.
Range: Personal
Area of Effect: 60’ cone Knock
Duration: 2 hours (12 turns) Components: V
Saving Throw: Intelligence partial; see text Casting Time: 1 action
The caster detects surface thoughts. The amount of information Range: 100’ (Medium)
revealed depends on how long the caster studies a particular area or Target: 1 door, box, or chest with an area of up to 10 sq. ft./caster level
target. Duration: Instantaneous; see text
1st Round: Presence or absence of thoughts (from living creatures with The Knock spell opens a stuck, barred, locked, Held, or Wizard Locked
Intelligence scores of 3 or higher). door. It will open a known secret door, as well as a locked or trick-
6th Round (1 minute): Number of thinking minds and the Intelligence opening box or chest. It also loosens welds, shackles, or chains
score of each. (provided they serve to hold closures shut).
12th Round (2 minutes): Surface thoughts of one mind in the area. A If used to open a Wizard Locked door, the spell does not remove the
target’s successful save prevents the caster from reading its thoughts, Wizard Lock but simply suspends its functioning for 10 minutes. In all
and the caster must cast ESP again to have another chance against other cases, the door does not relock itself or become stuck again on
that creature. Creatures of animal Intelligence have simple, instinctual its own.
thoughts that the caster can pick up. The thoughts of the undead (if Knock does not raise barred gates or similar impediments (such as a
any) cannot be “heard” by means of this spell. portcullis), nor does it affect ropes, vines, and the like. The effect is
Each round, the caster can turn to detect thoughts in a new area. The limited by the area.
spell can penetrate barriers, but 1’ of stone, an inch of common metal,
a thin sheet of lead, or 3’ of wood or dirt blocks it. Levitate
Components: V, S
Gust of Wind Casting Time: 1 action
Components: V, S Range: Personal
Casting Time: 1 action Target: The caster
Range: Personal Duration: 2 hours
Effect: 60’ long by 10’ wide line of wind emanating from the caster When this spell is cast, the caster may move up or down in the air
Duration: 1 round without any support. This spell does not enable the caster to move
Saving Throw: None; see text from side-to-side. The caster could, however, levitate to a ceiling and
This spell creates a blast of hurricane-force winds that originates from move sideways by using his or her hands. Motion up or down is at a
the caster. It has the following effects: rate of 30’ per round.
All flames are extinguished within the 10’ wide path of the spell. The caster may carry a normal amount of weight (possibly including
another person; see Encumbrance, page 67).

CHAPTER 3: SPELLS 43
Locate Object movement or magical silence defeats audible triggers. Audible
Components: V, S triggers can be keyed to general types of noises or to a specific noise
Casting Time: 1 action or spoken word. Actions can serve as triggers if they are visible or
Range: Personal audible. A Magic Mouth cannot distinguish alignment, level, Hit Dice,
Area of Effect: 200’ radius sphere, centered on the caster or class except by external garb.
Duration: 30 minutes (3 turns) The range limit of a trigger is 100 feet away. Regardless of range, the
For this spell to be able to locate an object, the spell caster must know mouth can respond only to visible or audible triggers and actions in
exactly what the object looks like (size, shape, color, etc.). A common line of sight or within hearing distance.
type of object (such as a flight of stairs) can also be detected by this
spell. The spell will not, however, locate a creature. The spell will point
toward the nearest desired object if within range, giving the direction
to it but not the distance.
The spell is blocked by even a thin sheet of lead.

Mirror Image
Casting Time: 1 action
Range: Personal
Effect: 1d4 illusory doubles of the caster appear within 5’
Duration: 1 hour (6 turns)
With this spell, the caster creates 1d4 additional images of himself or
herself which look exactly the same as the caster and do exactly what
he or she does. Any attack on the spell caster will strike an image
instead. An attack on an image will destroy it, whether or not that
attack actually “hits”. The attack will be “used up”, but one image will
disappear and will not return (until the spell is cast again).
An attacker must be able to see the images to be fooled. If the caster
in invisible or an attacker shuts his or her eyes, the spell has no effect.
Note that being unable to see carries the same penalties as being
blinded.
The spell ends once all doubles are destroyed, or its duration expires.

Phantasmal Force
Components: V, S
Casting Time: 1 action
Range: 400’ (Long)
Effect: Illusion that cannot extend beyond a 20’ cube
Duration: Concentration; up to 1 hour (6 turns); see text
Saving Throw: Intelligence negates (if interacted with)
This spell creates or changes appearances within the area of the spell
effect: up to a 20’ cube. The illusion does not create smell, texture, or
temperature. Phantasmal Force includes some minor sounds but not
understandable speech. The caster should create an illusion of
something he or she has seen. If not, the DM should give a bonus to
Saving Throws against this spell’s attacks.
Magic Mouth If the caster does not use the spell to attack, the illusion will disappear
Components: V, S if it is touched. If the spell is used to “create” a monster, it will have an
Casting Time: 1 action Armor Class of 10 and will disappear if hit. If the spell is used as an
Range: Touch attack (a false Magic Missile, a collapsing wall, etc.), the attack will
Target: 1 object not affect a victim who makes his or her Saving Throw. Otherwise, the
Duration: Permanent until discharged those attacked by the illusory creature, object, or spell believe that
This spell imbues the chosen object with an enchanted mouth that they have taken damage. This spell never inflicts any real damage.
suddenly appears and speaks its message the next time a specified Those “killed” will pass out, those “turned to stone” will be paralyzed,
event occurs. and so forth. These effects will wear off in 1d4 turns.
The message, which must be 25 or fewer words long, can be in any If the caster’s concentration is broken (see page 25), the illusion will
language known by the caster and can be delivered over a period of disappear and not return.
10 minutes. The mouth cannot utter verbal components, use
command words, or activate magical effects. It does, however, move Spider Climb
according to the words articulated; if it were placed upon a statue, Alteration
the mouth of the statue would move and appear to speak. Of course, Level: Magic-user 2
Magic Mouth can be placed upon a tree, rock, or any other object. Components: V, S
The spell functions when specific conditions are fulfilled according to Casting Time: 1 action
the caster’s command as set in the spell. Commands can be as Range: Touch
general or as detailed as desired, although only visual and audible Target: 1 willing creature
triggers can be used. Triggers react to what appears to be the case. Duration: 20 minutes (2 turns)
Disguises and illusions can fool them. Normal darkness does not defeat The subject can climb and travel on vertical surfaces or even traverse
a visual trigger, but magical darkness or invisibility does. Silent ceilings as well as a spider does. The affected creature must have its

CHAPTER 3: SPELLS 44
hands free to climb in this manner. The subject moves at ½ of its normal A Wizard Locked portal takes half damage from all non-magical
Movement Rate and does not need to make Dexterity ability checks attacks and is only forced open with a DC 22 Strength ability check.
to traverse a vertical or horizontal surface (even while upside down).
THIRD LEVEL MAGIC-USER AND ELF SPELLS
Strength
Components: V, S Blink
Casting Time: 1 action Components: V, S
Range: Touch Casting Time: 1 action
Target: 1 willing creature Range: Personal
Duration: 2 hours (12 turns) Target: The caster
Application of this spell increases the Strength of the character to an Duration: 1 minute (6 rounds)
18 for the duration of the spell. The caster “blinks” back and forth between the Material Plane and
the Ethereal Plane. It looks as though the caster is winking in and out
Web of reality very quickly and at random. Blinking has several effects, as
Components: V, S follows:
Casting Time: 1 action Physical attacks, including spells, against the caster have a 50%
Range: 100 feet (Medium) chance of automatically missing. If the attacker is capable of striking
Area of Effect: 20’ radius cylinder, 20’ in height ethereal creatures, the caster only gains a +2 bonus to Armor Class
Duration: 8 hours (48 turns) due to the partial invisibility provided by the spell. The caster gains no
Saving Throw: Dexterity negates; see text Armor Class bonus when attacked by opponents who can see invisible
Web creates a many-layered mass of strong, sticky strands. These creatures and strike ethereal foes.
strands trap those caught in them. The strands are similar to spider
webs but far larger and tougher. These masses must be anchored to Likewise, the caster’s attacks and spells also have a 50% chance of
two or more solid and diametrically opposed points or else the web automatically missing their target, since the caster sometimes goes
collapses upon itself and disappears. ethereal just as he or she is about to strike or cast a spell. While blinking
the caster strikes as a partially invisible creature, with a +2 bonus on
Anyone in the area of effect when the spell is cast must make a attack rolls, unless his or her opponent can see invisible creatures.
Dexterity Saving Throw. If this save succeeds, the creature has avoided
entanglement and may attempt to move through the web’s area of While blinking the caster takes only ½ damage from area attacks (but
effect (see below). full damage from those that extend onto the Ethereal Plane) and
environmental effects (such as cold, fire, or falling damage).
Creatures who fail their save are entangled, cannot move or attack,
lose any Dexterity bonus they might have to Armor Class, and may not Since the caster spends about the half of time on the Ethereal Plane,
employ a shield to defend themselves. Entangled creatures may try to he or she can see and even attack ethereal creatures. The caster
break free of the web on their turn. interacts with ethereal creatures roughly the same way he or she
interacts with material ones. An ethereal creature can’t attack
Each round, entangled creatures can make a Strength ability check material creatures and spells cast while ethereal only affect other
to disentangle itself from the web. The DC of this check is equal to the ethereal things.
spell’s Saving Throw DC. Those who fail this check are still entangled.
Those in the web but unentangled, either by making the initial Clairvoyance
Dexterity Saving Throw or a later Strength ability check, may move Components: V, S
through the web at a rate of 5’ per round. Casting Time: 10 minutes (1 turn)
The web offers cover (+2 to Armor Class) to those within it. Attacking Range: 400’ (long)
a creature in a web won’t cause the attacker to become entangled Target: 1 creature within range
unless it enters the web. Duration: 2 hours (12 turns)
Saving Throw: Intelligence negates; see text
The strands of a Web spell are flammable. Fire sets it alight, burning it This spell allows the user to see an area through the eyes of any single
away in 1 round. All creatures within flaming webs take 1d6 points of creature within the area of effect. The creature must be in the general
fire damage from the flames. direction chosen by the caster and in range. If unwilling, a target
creature may make a Saving Throw to block the caster from seeing
through its eyes. This ends the spell. Otherwise, the caster may
change targets once per turn (10 minutes).
The spell can penetrate barriers, but 1’ of stone, an inch of common
metal, a thin sheet of lead, or 3’ of wood or dirt blocks it.

Darkvision
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 willing creature
Duration: 12 hours (72 turns)
This spell grants the touched creature Darkvision for the spell’s
duration. It functions exactly like the Darkvision class ability of dwarves,
elves, and halflings.

Dispel Magic
Components: V, S
Casting Time: 1 action
Wizard Lock Range: 100’ (Medium)
Components: V, S Area of Effect: 20’ radius sphere
Casting Time: 1 action Duration: Instantaneous
Range: Touch This spell will remove spell effects anywhere within a 20’ radius sphere.
Target: 1 door, chest, or portal, up to 30 sq. ft./caster level in size It will not affect magic items, but will remove any spell effect created
Duration: Permanent by a magic-user, elf, or cleric of an equal or lower level than the spell
A Wizard Lock spell cast upon a door, chest, or portal magically locks caster. Note that instantaneous spells cannot be dispelled.
it. The caster can freely pass his or her own Wizard Lock without
affecting it; otherwise, a door or object secured with this spell can be In order to cancel magical effects from a higher level caster, the
opened only by breaking in or with a successful Dispel Magic or Knock magic-user or elf must make a Concentration Check with a DC of 10
spell.

CHAPTER 3: SPELLS 45
plus the caster’s Experience Bonus (or ½ of the Hit Dice for monstrous Haste (reversible)
casters). Components: V, S
Casting Time: 1 action
Fire Ball Range: 30’ (Close)
Components: V, S Targets: 1 creature/caster level
Casting Time: 1 action Duration: 3 minutes (18 rounds)
Range: 400’ (Long) Saving Throw: Intelligence negates
Area of Effect: 20’ radius sphere The caster chooses 1 willing creature per caster level that is within
Duration: Instantaneous range. Until the spell ends, target creatures double their usual
Saving Throw: Dexterity for half damage Movement Rate and double number of attacks that they normally
The caster points his or her finger and determines the range (distance make each round. This spell does not affect the rate at which magic
and height) at which the Fire Ball is to burst. A glowing, pea-sized bead works, so the casting of spells and the use of devices, such as wands,
streaks from the pointing digit and explodes into a ball of fire, 40’ in cannot be sped up.
diameter, when it reaches the point in space designated by the The reverse of this spell, Slow, causes affected creatures to move and
caster. If it impacts upon a material body or solid barrier prior to attack at a drastically slowed rate. Affected targets move at ½ of
attaining the prescribed range, it blossoms into the Fire Ball at that their usual Movement Rate and at halve the number of attacks that
point instead. they normally may make each round. A successful Intelligence Saving
The Fire Ball will cause 1d6 points of fire damage per level of the caster Throw negates these effects.
to all creatures within this area. A victim of a Fire Ball that makes a Slow counters and dispels Haste and vice versa.
Dexterity Saving Throw, however, only takes ½ damage.
Hold Person
Components: V, S
Casting Time: 1 action
Range: 100’ (Medium)
Target: 1 living creature
Duration: 1 minute (6 rounds)
Saving Throw: Strength negates; see text
The Hold Person spell will affect any human, demi-human, or human-
like creature (bugbears, gnolls, gnomes, hobgoblins, kobolds, lizard
men, orcs, pixies, or sprites). It will not affect creatures larger than
Medium size.
The victim of this spell must make a Strength Saving Throw or be
paralyzed.
Held creatures are aware and breathe normally but cannot take any
actions, even speech. A winged creature that is paralyzed cannot
flap its wings and falls. A swimmer can’t swim and may drown. Held
Fly creatures are considered to be helpless (see Helpless Combatants on
Components: V, S page 82 for more details).
Casting Time: 1 action
Range: Touch Invisibility 10’ Radius
Target: 1 willing creature Components: V, S
Duration: 10 minutes (1 turn) per caster level, plus 1d6x10 minutes Casting Time: 1 action
The subject can fly at a Movement Rate of 120’ per round. It can Range: Touch
ascend at half its Movement Rate and descend at double its Area of Effect: 10’ radius sphere, centered on a point or creature
Movement Rate, and can hover in place. Duration: Until discharged; see text
This spell makes the creature it is cast on and all creatures within 10’ at
Moving while under the effects of a Fly spell requires only as much the time of the casting invisible. This area will move with the person it is
concentration as walking, so the subject can attack or cast spells cast upon.
normally.
Those affected by this spell can see each other and themselves as if
unaffected by the spell. Any affected creature moving out of the area
Gaseous Form
becomes visible, but creatures moving into the area after the spell is
Components: V, S
cast do not become invisible.
Casting Time: 1 action
Range: Touch Affected creatures (other than the recipient) that attack negate the
Target: 1 willing creature invisibility only for themselves. If the spell recipient attacks, the
Duration: 10 minutes (1 turn) per caster level, plus 1d6x10 minutes Invisibility 10’ Radius spell ends. For purposes of this spell, an attack
The target of this spell is transformed into a cloud of gas. Anything the includes any spell targeting a foe or whose area of effect includes a
user is carrying or wearing will fall through the gaseous body to land foe.
on the floor.
Lightning Bolt
The target cannot be harmed, except by magical fire, cold, or
Components: V, S
lightning, in which case damage is normal. The creature is subject to
Casting Time: 1 action
the effects of wind and can’t enter water or other liquids. A Gust of
Range: 100’ (Special)
Wind spell or strong wind will blow the target backwards 1d4 x 5 feet
Area of Effect: 100’ by 5’ wide line of lightning
each round.
Duration: Instantaneous
A gaseous creature can fly at a Movement Rate of 20’ per round. Saving Throw: Dexterity for half damage
When in gaseous form the individual is able to enter any space which The caster releases a powerful stroke of electrical energy from his or
is not airtight, i.e., a small crack or hole which allows air to penetrate her fingertips that deals 1d6 points of lightning damage per caster
also allows entry by a creature in gaseous form. level to each creature within its 5’ wide and 100’ long line of effect.
Creatures struck by the bolt are allowed a Dexterity Saving Throw for
A creature in gaseous form cannot attack, use spells, or interact with half damage.
objects.
If the lightning bolt strikes a solid surface before reaching its 100’
length, it will ricochet off of that surface and continue until it reaches
its full length. A lightning bolt that hits a surface that is straight ahead
of the caster will ricochet back towards him or her.

CHAPTER 3: SPELLS 46
Protection from Evil, 10’ Radius An affected creature never obeys suicidal or obviously harmful orders
Components: V, S but might be convinced that something very dangerous is worth
Casting Time: 1 action; see text doing. Any act by the caster, or his or her allies, that threatens the
Range: Personal charmed creature automatically breaks the spell. The caster must
Area of Effect: 10’ radius sphere centered on the caster speak the creature’s language to communicate commands, or else
Duration: 2 hours be good at pantomiming.
This spell circles the caster with a magical barrier that will protect all Creatures with above average intelligence (a score of 13-18) may
allies within 10’ of the caster. This barrier moves with the caster. The make a new saving throw each day. Creatures with average
spell serves as some protection from “evil” attacks (attacks by intelligence (a score of 9-12) may save again once per week, and
monsters an alignment other than the caster’s alignment) by adding creatures with below average intelligence (a score of 3-8) may save
2 to the Saving Throws and Armor Class of the caster and his allies again once each month.
within the sphere.
Charm Monster may be removed with a Dispel Magic spell.
The spell will also keep out melee attacks from summoned monsters,
such as elementals, but not missile fire attacks from these creatures. Confusion
Summoned monsters can engage any protected creatures that Components: V, S
engage them in melee. Those who are attacked still gain the bonus Casting Time: 1 action
to Armor Class and Saving Throws. Range: 100’ (Medium)
Area of Effect: 3d6 creatures in a 30’ radius circle
Protection from Normal Missiles Duration: 1 minute (6 rounds)
Components: V, S Saving Throw: Wisdom negates; see text
Casting Time: 1 action This spell causes the 3d6 targets within the spell’s area of effect to
Range: 30; (Close) become confused, making them unable to independently determine
Target: 1 willing creature what they will do.
Duration: 2 hours (12 turns)
This spell gives complete protection from all small non-magical missiles Creatures with 2 or less Hit Dice get no Saving Throw to resist this spell,
(thus a catapult stone or a magic arrow would not be stopped by this while those with 2+1 or more Hit Dice must make a Wisdom Saving
spell). It will protect only the creature it is cast on. Throw each round or be confused for the round. A confused creature
rolls 2d6 each round to determine its action:
Stinking Cloud 2d6 Roll Action
Components: V, S 2-5 Attack the spell caster’s party
Casting Time: 1 action 6-8 Do nothing
Range: 100 feet (Medium) 9-12 Attack its allies, if any
Effect: 20’ radius cloud, 10’ in height
Duration: 1 round/caster level; see text Dimension Door
Saving Throw: Constitution negates; see text Components: V
Stinking Cloud creates a bank of fog with nauseating vapors. Living Casting Time: 1 action
creatures in the cloud become sickened if they fail their Constitution Range: 30’ (Short); see text
Saving Throws. The spell also obscures vision, providing concealment Target: 1 creature
(+1 to Armor Class) to those within the spell’s radius. Duration: Instantaneous
Sickened creatures suffer a -2 penalty to Strength and Dexterity Saving Throw: Intelligence negates
checks, as well as attack and damage rolls, and suffer a -2 penalty to This spell will transport the caster or creature it is cast upon to any place
their Armor Class. The Movement Rate of sickened creatures is within 400’ of its starting location. The caster may pick the desired
reduced by half. This condition lasts as long as the creature is in the location or direction. An unwilling creature gets an Intelligence Saving
cloud and for 1d6 rounds after it leaves. Roll separately for each Throw to resist this spell.
nauseated creature. Any creature that succeeds on its save but If the location is not known, distances not exceeding 400’ total may
remains in the cloud must continue to save each round on its turn. be given (for example, 200’ west, 60’ south, 100’ down). If this would
cause the transported creature to end up in a solid object, the spell
Water Breathing (reversible) automatically fails.
Components: V, S
Casting Time: 1 action Growth of Plants
Range: Touch Components: V, S
Target: 1 willing creature Casting Time: 1 action
Duration: 12 hours Range: 400’ (Long); see text
The transmuted creature can breathe water freely. The spell does not Area of Effect: 150’ radius circular area
make creatures unable to breathe air and can be reversed to allow Duration: Instantaneous
water-breathing creatures to breathe air. This spell causes normal brush or woods within the area of effect to
become thickly overgrown with creepers, vines, thorns, briars, and so
FOURTH LEVEL MAGIC-USER AND ELF SPELLS on, making the area impassable to all but the largest creatures. Small
and Medium-sized creatures must hack their way through the area at
Charm Monster a rate of 5’ per minute.
Components: V, S
Casting Time: 1 action The area affected must be within the spell’s range. There must be
Range: 100’ (Medium) plants in the area for this spell to work.
Target: 1 living creature; see text
Duration: See text Hallucinatory Terrain
Saving Throw: Charisma negates; see text Components: V, S
This charm makes any living creature regard the caster as its trusted Casting Time: 1 action
friend and ally if it fails its Charisma Saving Throw. If the creature is Range: 400’ (Long)
being threatened or attacked by the caster or his or her allies, Area of Effect: 100’ radius circular area
however, it gets a +4 bonus on its Saving Throw. Duration: 12 hours (72 turns)
Saving Throw: Intelligence negates; see text
The spell does not enable the caster to control the charmed creature The caster makes natural terrain look, sound, and smell like some other
as if it were an automaton, but the target perceives the caster’s words sort of natural terrain. Thus, open fields or a road can be made to
and actions in the most favorable way. The caster can try to give the resemble a swamp, hill, crevasse, or some other difficult or impassable
subject orders, but must succeed at a Charisma ability check in order terrain. A pond can be made to seem like a grassy meadow, a
to convince it to do anything it wouldn’t ordinarily do. precipice like a gentle slope, or a rock-strewn gully like a wide and

CHAPTER 3: SPELLS 47
smooth road. Manufactured structures, equipment, and creatures Unlike Polymorph Self, the creature this spell is cast on will become the
within the area aren’t changed in appearance. new creature, gaining all the special abilities of the new form, plus its
The tactile characteristics of the terrain are unchanged, so creatures tendencies and behavior. A player character changed with this spell
entering the area are likely to see through the illusion. If the difference usually becomes a creature run by the Dungeon Master.
isn’t obvious by touch, a creature carefully examining the illusion can Example: A fighter polymorphed into a black pudding loses its ability
attempt an Intelligence Saving Throw to disbelieve it. A creature who scores and class abilities and become, in all ways, a black pudding.
discerns the illusion for what it is sees it as a vague image superimposed Unwilling targets of this spell are allowed a Wisdom Saving Throw to
on the terrain. resist being polymorphed. If the new form would prove fatal to the
creature (for example, if the caster tries to polymorph a landbound
Ice Storm target into a fish or an airborne target into a toad) the subject gets a
Components: V, S +4 bonus to its Saving Throw.
Casting Time: 1 action
Range: 400’ (Long) This spell cannot create a duplicate of a specific individual. The spell
Area of Effect: 30’ radius by 40’ high cylinder lasts until dispelled, or until the creature dies.
Duration: 1 round
Saving Throw: Dexterity half Polymorph Self
Great magical hailstones pound down for 1 round, dealing 4d6 points Components: V, S
of bashing damage plus 3d6 points of cold damage to every creature Casting Time: 1 action
in the area. Range: Personal
Target: The caster
A -4 penalty applies to all Wisdom (Perception) checks made within Duration: 12 hours (72 turns)
the Ice Storm’s area of effect, and all land movement within its area is This spell gives the caster the physical form of any living creature with
at half Movement Rate. At the end of the duration, the hail Hit Dice equal to or less than the caster’s own. The transformation does
disappears, leaving no after-effects (other than the damage dealt). not change the caster’s Hit Points, class-based Attack Bonus, or Saving
Hailstones turn the ground in the storm’s area of effect into rough Throws.
terrain (see page 80) for 6 rounds (1 minute). Special abilities or special immunities of the new form are not gained
by the caster, although physical abilities are.
Massmorph
Components: V, S Examples: A caster polymorphed into a frost giant would have the
Casting Time: 1 minute (6 rounds) strength of a frost giant and the ability to hurl boulders, but would not
Range: Personal gain immunity from cold. A caster polymorphed into a dragon could
Area of Effect: 100’ radius circle, centered on the caster fly but would not be able to use the breath weapon or spells.
Duration: Special Spell casters cannot use their own spells when polymorphed into a
Saving Throw: Intelligence negates (if interacted with) different form. The spell lasts for the given duration, or until dispelled,
This spell will make up to 100 Medium or Small-sized creatures in a 100’ or until the caster is killed. This spell will not allow the caster to take the
radius circle appear as the trees of an orchard or dense woods. form of a specified individual.
Unwilling creatures are not affected.
Thus, a company of creatures can be made to appear as a copse, Remove Curse (reversible)
grove, or orchard. Furthermore, these Massmorphed creatures can be Components: V, S
passed through - and even touched - by other creatures without Casting Time: 1 action
revealing the illusion, unless the creature interacting with the Range: Touch
Massmorphed targets succeeds at an Intelligence Saving Throw. Target: 1 creature or item
Duration: Instantaneous or until dispelled; see text
The spell lasts until a Dispel Magic is cast on it or the caster wills it away. Saving Throw: Wisdom negates
The appearance of a disguised creature will return to normal if it Remove Curse instantaneously removes all curses on an object or a
moves away from the area where the spell was cast. creature. Remove Curse does not remove the curse from a cursed
magical item, although the spell typically enables the creature
Phantasmal Killer afflicted with any such cursed item to remove and get rid of it. Certain
Components: V, S special curses may not be countered by this spell or may be
Casting Time: 1 action countered only by a caster of a certain level or higher.
Range: 100 feet (Medium)
Target: 1 living creature The reverse of the spell, Curse, afflicts the target with a terrible curse
Duration: Instantaneous unless it makes its Wisdom Saving Throw. It causes one of the following
Saving Throw: See text effects (roll an 8-sided die):
The caster creates a phantasmal image of the most fearsome d8 Roll Result
creature imaginable to the subject simply by forming the fears of the 1-4 Lowers 1 ability of the subject to a 3 (the DM determines
subject’s subconscious mind into something that its conscious mind which by random selection). For creatures without listed
can visualize. Only the spell’s subject can see the Phantasmal Killer ability scores, reduce all ability checks, including Saving
clearly. The caster only sees a vague shape. Throws, related to that ability score by 3. This cannot be
The target gets an Intelligence save to recognize the image as unreal. used to raise an ability score below 3.
If that save fails, the target believes that the phantasm is real and must 5-6 Worsens the subject’s attack rolls and Saving Throws by -3.
succeed on a Charisma Saving Throw or die of fright. 7-8 Makes the subject 50% likely per round to drop whatever it
is holding (or simply do nothing, in the case of creatures
Polymorph Others not using tools).
Components: V, S It is possible for a caster to devise his own curse, and it should be similar
Casting Time: 1 action in power to those given (the DM has final say).
Range: 30’ (Close)
Target: 1 creature Curse counters Remove Curse while Remove Curse counters and
Duration: See text dispels Curse.
Saving Throw: Permanent until dispelled
This spell will change one living creature into another living creature. Scrying
The new form must have no more than twice as many Hit Dice as the Components: V, S, M
old, or the spell fails. The number of Hit Points the polymorphed Casting Time: 1 hour
creature had remains the same. All equipment worn by the target falls Range: See text
away from the body as the spell takes effect. Effect: Magical sensor
Duration: 10 minutes (1 turn)

CHAPTER 3: SPELLS 48
Saving Throw: Wisdom negates FIFTH LEVEL MAGIC-USER AND ELF SPELLS
The caster attempts to see and hear some creature, which may be at
any distance, but must be on the same plane of existence. If the Airy Water
subject succeeds at its Saving Throw, the scrying attempt fails, and the Components: V, S
caster can’t attempt to scry on that subject again for at least 24 hours. Casting Time: 1 action
In order to scry on a creature, the caster must have met it, have an Range: Personal
item that is valued by the creature, or must have a lock of hair or similar Area of Effect: 20’ hemisphere, centered on the caster
token from that creature. Duration: 12 hours (72 turns)
The Airy Water spell turns normal liquid such as water or water-based
If the save fails, the caster can see and hear the subject and the infusions or solutions to a less dense, breathable substance. Thus, if the
subject’s immediate surroundings (approximately 10 feet in all caster wished to enter an underwater place, he or she would step into
directions from the subject). the water, cast the spell and sink downwards in a hemisphere of
If the subject moves, Scrying follows at a Movement Rate of up to 60’ bubbling water that he or she and any companions in the spell’s area
per round. The sensor has the caster’s full visual acuity, including any of effect could move freely in and breathe just as if it were air rather
magical effects. In addition, the following spells can operate through than water.
Scrying: Detect Evil, Detect Magic, and ESP. The hemisphere moves with the spellcaster. Note that water-breathing
Material Components: The caster must have a mirror or other highly creatures will avoid a hemisphere of airy water, although intelligent
reflective surface to gaze into. ones can enter it if they are able to move by means other than
swimming. No water-breathers will be able to breathe in an area
Wall of Fire affected by this spell. There is only one word that needs to be spoken
Components: V, S to actuate the magic; thus, it can be cast under water.
Casting Time: 1 action
Range: 100 feet (Medium) Animate Dead
Effect: Wall of flame up to 60’ long or with a 20’ radius; 20’ in height Components: V, S
Duration: Concentration Casting Time: 1 action
Saving Throw: Dexterity for half damage; see text Range: Touch
This spell creates a thin wall of fire of up to 1,200 square feet. The wall Target: 1 or more corpses
can be in any shape the caster desires (a straight wall 60’ long and 20’ Duration: Instantaneous
high, a circle 20’ diameter and 20’ high, etc.). The wall is opaque and This spell allows the caster to make an animated, enchanted skeleton
blocks sight. or zombie from a normal skeleton or corpse within range. Animated
undead creatures will obey the caster until they are destroyed. For
The wall deals 5d6 points of fire damage to any creature passing each experience level of the caster, he or she may animate and
through it (Dexterity Saving Throw for half damage). The wall deals control one Hit Die of undead. Destroyed skeletons and zombies can’t
double damage to undead or cold-using creatures, such as white be animated again.
dragons or frost giants.
The wall cannot be cast in a space occupied by another object or Cloudkill
creature. The wall lasts for as long as the caster concentrates on it. Components: V, S
Casting Time: 1 action
Wall of Ice Range: 100’ (Medium)
Components: V, S Area of Effect: 15’ radius cloud, 10’ in height
Casting Time: 1 action Duration: 1 hour (6 turns)
Range: 100 feet (Medium) Saving Throw: Constitution partial; see text
Effect: Wall of ice up to 60’ long or with a 20’ radius; 20’ in height This spell creates a cloud of poisonous vapor 30’ in diameter that
Duration: 2 hours (12 turns) spreads out from the caster’s fingertips. It moves 20’ per round in the
Saving Throw: Dexterity for half damage; see text direction the wind blows, or away from the caster if there is no wind.
This spell creates a 1” thick, translucent wall of ice of up to 1,200 square This cloud is heavier than air and will sink when possible (going down
feet. The wall can be in any shape the caster desires (a straight wall holes, sliding downhill, etc.), and is broken up by trees or other thick
20’ tall and 60’ long, a circle 20’ diameter and 20’ high, etc.). vegetation. It cannot penetrate liquids; nor can it be cast underwater.
The wall deals 5d6 points of cold damage to any creature passing Living creatures with 5 or less Hit Dice must make a Constitution Saving
through it (Dexterity Saving Throw for half damage). The wall deals Throw or die, taking 1 point of damage if the save if successful.
double damage to fire-using creatures, such as red dragons, Creatures with more than 5 Hit Dice take 1 point of damage. These
salamanders, hell hounds, fire giants, etc. effects are suffered each round the creature is still in contact with the
The wall cannot be cast in a space occupied by another object or cloud. Creatures immune to poison are unaffected by the spell.
creature. The spell also obscures vision, providing concealment (+1 to Armor
Class) to those within the spell’s radius.

Cone of Cold
Components: V, S
Casting Time: 1 action
Range: Personal
Area of Effect: 60’ cone
Duration: Instantaneous
Saving Throw: Dexterity for half damage
Cone of Cold creates an area of extreme cold, originating at the
Wizard Eye caster’s hand and extending outward in a cone. It deals 1d6 points of
Components: V, S cold damage per caster level.
Casting Time: 10 minutes (1 turn)
Range: 400’ (Long) Conjure Elemental
Effect: Magical eye Components: V, S
Duration: 1 hour (6 turns) Casting Time: 1 action
This spell creates an invisible eye through which the caster can see. It Range: 100’ (Medium); see text
is the size of a real eye and has Darkvision to 60’. The eye will float Target: 1 summoned elemental
through the air up to 60’ per round. It will not go through solid objects Duration: Concentration; see text
but can pass through a hole or space as small as 1 inch in diameter. This spell allows the magic-user or elf to summon one elemental (see
The caster must concentrate to look through the eye. CHAPTER 6: MONSTERS) of his or her choice (air, earth, fire, or water). A
caster can only conjure one of each type of elemental in any one
day. The elemental will perform tasks for the caster, but the caster must

CHAPTER 3: SPELLS 49
continually concentrate to enforce his or her commands. If the caster time equal to the number of the questions asked. Thus, a person
does not, the elemental will turn upon its conjuror and attack. contacting a greater god on an Outer Plane and asking 10 questions
Thus, a caster commanding an elemental cannot engage in combat, would be insane, and out of the campaign, for 10 weeks. The caster
cast other spells, or take actions other than normal movement. If selects the plane and power to be contacted.
control is lost it cannot be regained - the elemental will return to the
caster by the most direct route, slaying all in its path. The conjured Feeblemind
elemental will serve until slain in combat, or until the magic-user orders Components: V, S
it to its plane of origin while it is under control. The elemental can be Casting Time: 1 action
dispelled by the Dispel Magic or Dispel Evil spells. Range: 100’ (Medium)
Target: 1 creature
Duration: Permanent until dispelled
Saving Throw: Intelligence negates; see text
This spell makes a magic-user or elf unable to think or cast spells,
becoming a helpless idiot (3 Intelligence). The victim is allowed an
Intelligence Saving Throw with a -4 penalty. A successful save negates
the effect of the spell. The spell effect lasts until negated by a Dispel
Magic or Heal spell. This spell has no effect on creatures or character
classes other than magic-users or elves.

Growth of Animals (reversible)


Components: V, S
Casting Time: 1 action
Range: 100 feet (Medium)
Targets: 1 HD of animals per caster level
Duration: 2 hours (12 turns)
Saving Throw: Wisdom negates
This spell doubles the size of one normal or giant animal. The animal’s
size increases to the next larger category, it deals twice its normal
damage in combat, and its carrying capacity is doubled.
The reverse of this spell, Shrink Animal, reduces the animal’s size to the
next lower category, halves its normal damage, and reduce its
carrying capacity to ¼ of normal.
Neither spell changes the animal’s behavior. This spell will not affect
intelligent animal races or fantastic creatures.

Hold Monster
Components: V, S
Casting Time: 1 action
Range: 100’ (Medium)
Target: 1 living creature
Duration: 1 minute (6 rounds)
Saving Throw: Strength negates; see text
Special protection from uncontrolled elementals is available by means The Hold Monster spell will affect any living creature. It will not affect
of a Protection from Evil spell. undead or animated creatures.
The victim of this spell must make a Strength Saving Throw or be
Contact Higher Plane paralyzed.
Components: V
Casting Time: 10 minutes (1 turn) Held creatures are aware and breathe normally but cannot take any
Range: Personal actions, even speech. A winged creature that is paralyzed cannot
Target: The caster flap its wings and falls. A swimmer can’t swim and may drown. Held
Duration: Concentration, up to 1 round/2 caster levels creatures are considered to be incapacitated (see Helpless
Saving Throw: See text Combatants on page 82 for more details).
This spell allows the caster to contact a higher plane and seek
knowledge from strange and powerful creatures (played by the DM). Magic Jar
Components: V, S, M
The chart below lists the planes the caster can contact, how many yes Casting Time: 1 action
or no questions a creature of it will answer, what its chance of knowing Range: 100 feet (Medium)
the answer is, how often the creature will lie, and what risk of insanity Target: See text
the caster takes contacting the plane (i.e., the DC of the Intelligence Duration: See text
Saving Throw needed to avoid insanity). There is no way of knowing if Saving Throw: Intelligence negates; see text
the creature is lying. With this spell, the caster puts his or her body in a trance and transfers
Plane Contacted Questions Truth Lie DC his or her life-force to an inanimate object (the magic jar) within range.
Elemental plane 4 30% 40% 10 From this object, the spell caster may attempt to possess (take over)
Positive or negative any one creature within 100’ of the magic jar.
5 40% 35% 12
energy plane
If the victim makes an Intelligence Saving Throw, the possession has
Astral plane 6 50% 30% 14
Outer plane,
failed, and the caster may not try to possess that victim again for 10
7 60% 25% 16 minutes (1 turn). If the victim fails the Saving Throw, the creature is
demigod
Outer plane, possessed, and its body will do as the caster wills. The spells of a
8 70% 20% 18 possessed spellcaster, however, may not be cast.
lesser god
Outer plane, If the possessed body is destroyed, the magic-user or elf must return to
9 80% 15% 20
intermediate god the magic jar. From there the caster may try to possess another body
Outer plane,
10 90% 10% 22 or return to his or her own. The caster can be forced out of the
greater god
possessed body by a Dispel Evil spell.
This spell can be used once a week (or less often at the DM’s option).
Destroying the magic jar while the caster’s life force is in it kills the
Characters going insane recover after a number of weeks of game
caster. Destroying the magic jar while the caster’s life-force is in

CHAPTER 3: SPELLS 50
another body strands the life-force in the possessed body. Killing the A creature arriving too high rolls 1d10 for the distance, in tens of feet,
caster’s real body strands the life-force in the magic jar until the caster that the creature is above the aiming point. If this area is occupied by
can possess another body! Once the caster returns to his or her real a solid object, the creature dies instantly. Otherwise, each 10’ a
body the spell is over. creature falls will do 1d6 points of damage on impact.
A creature arriving too low has teleported into the ground or other
solid object and dies instantly.
A creature can never be deliberately teleported too high, too low, or
into a solid object. An unwilling creature is allowed an Intelligence
Saving Throw to resist the spell.

Transmute Rock to Mud (reversible)


Components: V, S
Casting Time: 1 action
Range: 100 feet (Medium)
Area of Effect: 30’ radius cylindrical area, no more than 10’ deep
Duration: Instantaneous
Saving Throw: See text
This spell turns natural, uncut, or unworked rock of any sort into an
Material Component: A gem or crystal worth at least 100 gp. equal volume of mud. Magical stone is not affected by the spell. The
depth of the mud created cannot exceed 10’.
Passwall If cast upon a stone floor, creatures standing in the area of effect
Components: V, S begin to sink. A creature unable to Levitate, Fly, or otherwise free itself
Casting Time: 1 action from the mud sinks as if in quicksand (see page 68). Brush, planks, or
Range: 30’ (Close) similar debris thrown atop the mud can support creatures able to
Effect: 1 cylindrical passage through a wood, plaster, or stone surface climb on top of it. Creatures large enough to walk on the bottom can
This spell opens up an 8’ diameter hole up to 10’ deep in wood, plaster, wade through the area at ¼ of its normal Movement Rate.
solid rock, or worked stone. When the spell ends, the hole closes. The
passage creates no instability in a structure surrounding it. If Transmute Rock to Mud is cast upon the ceiling of a cavern or tunnel,
the mud falls to the floor and spreads out in a pool with a depth of 5
feet. The falling mud and the ensuing cave-in deal 4d6 points of
damage to anyone caught directly beneath the area. Those who
succeed on Dexterity Saving Throws take ½ damage.
Castles and large stone buildings are generally immune to the effect
of the spell, since Transmute Rock to Mud can’t affect worked stone
and doesn’t reach deep enough to undermine such buildings’
foundations. However, small buildings or structures often rest upon
foundations shallow enough to be damaged or even partially toppled
Telekinesis by this spell.
Components: V, S The mud remains until a Transmute Mud to Rock spell restores its
Casting Time: 1 action substance - but not necessarily its form. Evaporation turns the mud to
Range: 100’ (Medium) normal dirt over a period of days. The exact time depends on exposure
Target or Targets: See text to the sun, wind, and normal drainage.
Duration: 1 minute (6 rounds); see text
Saving Throw: Strength negates or none; see text The reverse of this spell, Transmute Mud to Rock, transforms normal
The caster may levitate and slowly move weights of up to 20 pounds mud, dirt, or quicksand into soft stone (sandstone or a similar mineral)
per level. Thus, a 10th level elf could move up to 200 pounds. permanently. Any creature in the mud is allowed a Dexterity save to
escape before the area is hardened to stone.
The entire weight may be moved up to 20’ per round in any direction
the caster desires. Unwilling creatures get a Strength Saving Throw to Transmute Mud to Rock counters and dispels Transmute Rock to Mud
resist this spell. A successful save results in the spell having no effect. and vice versa.
The caster must concentrate while moving objects and, if disturbed, Wall of Stone
the telekinesed objects will fall. Components: V, S
Casting Time: 1 action
Teleport Range: 100 feet (Medium)
Components: V Effect: 2000’ cubic foot stone wall
Casting Time: 1 action Duration: Instantaneous
Range: 30’ (Close) Saving Throw: See text
Target: 1 creature This spell creates a 2,000 cubic foot wall of stone with a minimum
Duration: Instantaneous depth of 1 foot. The wall’s dimension and shape are up to the caster.
Saving Throw: Intelligence negates
This spell instantly transports the targeted creature to any known Examples: A 2’ thick wall of stone could be 20’ high and 50’ long, while
place, that the caster can visualize, on that plane of existence. The the same wall, at 1’ thick could be 20’ high and 100’ long.
transported creature will arrive at “ground level” in any suitable open A circular wall that is 2’ thick and 20’ high would have a diameter of 8
place. feet, while the same wall, at 1’ thick and 20’ high and would have a
The chance of arriving safely at the aiming point depends on how diameter of 11 feet.
carefully the caster has studied the area. Casual knowledge means The wall will last until broken through. The spell must be cast to rest on
the caster has been there once or twice, or is visualizing the aiming the ground or similar support and cannot be cast in a space occupied
point from descriptions or magical scanning. General knowledge by another object or creature.
means the caster has been to the area often, or has spent several
weeks studying the area magically (via crystal ball, etc.). Exact SIXTH LEVEL MAGIC-USER AND ELF SPELLS
knowledge means the caster has made a highly detailed personal
study of the aiming point. The chances of success are: Anti-Magic Shell
Components: V, S
Knowledge Success Too High Too Low Casting Time: 1 action
Casual 01-50 51-75 76-00 Range: Personal
General 01-80 81-90 91-00 Area of Effect: 10’ radius sphere, centered on the caster
Exact 01-95 96-99 00 Duration: 2 hours (12 turns)

CHAPTER 3: SPELLS 51
An invisible, spherical barrier surrounds and moves with the caster. The The effects of the weather conditions will vary, but the following are
space within this barrier is impervious to most magical effects, typical:
including spells and spell-like powers. Likewise, it prevents the
functioning of any magic items or spells within its confines. Clear: This cancels bad weather (rain, snow, fog) but not secondary
effects (like mud).
An Anti-Magic Shell suppresses any spell or magical effect used within,
brought into, or cast into the area, but does not dispel it. Time spent Fog: Vision range is reduced to 20 feet. Creatures in the area have
within an Anti-Magic Shell counts against the suppressed spell’s concealment (+1 to Armor Class). Creatures beyond the range of
duration. Dispel Magic does not remove the field. vision have total concealment (+4 to Armor Class). Movement is also
reduced by half while the fog lasts. The DM may want to give creatures
Summoned creatures of any type are dispelled if they enter an Anti-
in the fog a chance of moving in the wrong direction.
Magic Shell. If the caster casts Anti-Magic Shell in an area occupied
by a summoned creature, it must make an Intelligence Saving Throw Intense Heat: This reduces movement by half while in effect, but will
or be banished. dry out mud caused by rain, snow, transmute rock to mud, and other
A normal creature can enter the area, as can normal missiles. conditions. Those caught in such heat take 1 point of damage each
Furthermore, while a magic sword does not function magically within hour.
the area, it is still a sword. The spell has no effect on golems and other
Rain: Creatures make ranged attacks with a -2 penalty to their attack
animated creatures that are imbued with magic during their creation
rolls. After 30 minutes, the ground will be muddy, reducing movement
process and are thereafter self-supporting. Should a creature be larger
by half.
than the area enclosed by the barrier, any part of it that lies outside
the barrier is unaffected by the field. Snow: Creatures in the area have concealment (+1 to Armor Class),
Two or more Anti-Magic Shells sharing any of the same space have no movement is reduced by half, and vision range is reduced to 40 feet.
effect on each other. Certain spells, such as Wall of Force, Prismatic Creatures beyond the range of vision have total concealment (+4 to
Sphere, and Prismatic Wall, remain unaffected by Anti-Magic Shell Armor Class). When the snow thaws, mud will still reduce movement.
(see the individual spell descriptions). Artifacts and deities are Rivers and streams may freeze over.
unaffected by mortal magic such as this. Windy: This prevents missile fire and flying, and reduces movement by
half. At sea, ships sailing with the wind move 50% faster. In the desert,
Control Weather high winds will create a sandstorm that reduces movement by half
Components: V, S and cuts vision to 20’. Creatures in the sandstorm have concealment
Casting Time: 10 minutes (1 turn); see text (+1 to Armor Class). Creatures beyond the range of vision have total
Range: Personal concealment (+4 to Armor Class).
Area of Effect: 2 mile radius circle, centered on the caster; see text
Duration: Concentration, up to 12 hours (72 turns) Tornado. This creates a 30’ radius whirlwind under the caster’s control.
This spell allows the caster to create one special weather condition in It moves 60’ per round and deals 2d6 damage to all creatures in the
the area within the spell’s area of effect. The spell only works outdoors, area (doubled against flying creatures). At sea, ships caught by a
and the weather will affect all creatures in the area (including the tornado take 2d6 points of hull damage (see pages 18-19) per round.
caster). The effects will last as for long as the caster concentrates.
Death Spell A typical task might include slaying a certain monster, rescuing a
Components: V, S maiden, obtaining a magic item for the caster, or going on a
Casting Time: 1 action pilgrimage. Such tasks will not be suicidal. If the instructions involve
Range: 100’ (Medium) some open-ended task that the recipient cannot complete through
Area of Effect: 60’ cube his or her own actions the spell remains in effect for a maximum of 1
Duration: Instantaneous month. Once the task is completed, the spell ends.
Saving Throw: Charisma negates If the character refuses to go on the geas, he or she will be cursed until
This spell affects a cube 60’ on a side. It will kill 4d8 Hit Dice of creatures the geas is continued. This curse sickens the target. Sickened
in the cube. Creatures with the fewest Hit Dice are affected first; creatures suffer a -2 penalty to Strength and Dexterity checks, as well
among creatures with equal Hit Dice, those who are closest to the as attack and damage rolls, and take a -2 penalty to their Armor Class.
spell’s point of origin are affected first. The Movement Rate of sickened creatures is reduced by half. These
No creature of 8 or more Hit Dice can be affected, and Hit Dice that effects end 8 hours after the creature attempts to resume the Geas.
are not sufficient to affect a creature are wasted. The reverse of this spell, Remove Geas, may be used to dispel an
Each affected creature is allowed a Charisma Saving Throw. A unwanted Geas. If the Geas to be dispelled was cast by a higher level
successful save results in no effect. The spell will not affect undead or caster, the caster casting Remove Geas must make a Concentration
animated creatures. Check with a DC of 10 plus the caster’s Experience Bonus (or ½ of the
Hit Dice for monstrous casters).
Disintegrate
Components: V, S Globe of Invulnerability
Casting Time: 1 action Components: V, S
Range: 60’ (Medium) Casting Time: 1 action
Target: 1 creature or object Range: Personal
Duration: Instantaneous Area of Effect: 10’ radius sphere, centered on the caster
Saving Throw: Dexterity negates Duration: 1 minute (6 rounds)
A thin, green ray springs from the caster’s pointing finger. Any creature An immobile, faintly shimmering magical sphere surrounds the caster
struck by the ray is disintegrated unless it makes a Dexterity Saving and excludes all spell effects of 4th level or lower. The area of effect of
Throw to dodge the ray. A disintegrated creature is reduced to a pile any such spells does not include the area of the Globe of
of fine gray dust. Invulnerability. Such spells fail to affect any target located within the
globe. Excluded effects include spell-like powers, spells, and spell-like
effects from items. However, any type of spell can be cast through or
out of the magical globe.
Spells of 4th level and higher are not affected by the globe, nor are
spells already in effect when the globe is cast. The globe can be
brought down by a Dispel Magic spell.

Invisible Stalker
Components: V, S
Casting Time: 1 action
Range: 30’ (Close)
Effect: 1 summoned creature
Duration: 1 day/caster level
This spell summons an invisible stalker from the Elemental Plane of Air.
This monster will obey and serve the spellcaster in performance of
whatever tasks are set before it. Though the creature is bound to serve
it does not do so from loyalty or desire.
Therefore, it will resent prolonged missions or complex tasks, and will
attempt to pervert instructions accordingly. The invisible stalker follows
instructions even at hundreds or thousands of miles distance. It is a
faultless tracker within one day of a given quarry’s passing.

Move Earth
Components: V, S
Casting Time: 1 action
Range: 400’ (Long)
Area of Effect: Dirt in an area up to 750’ square and up to 10’ deep
Duration: Concentration, up to 4 hours (24 turns)
Move earth moves dirt (clay, loam, sand), possibly collapsing
embankments, moving hillocks, shifting dunes, and so forth. In no
event, however, can rock formations be collapsed or moved.
Every 50’ by 50’ square depression of 10’ depth takes 1 minute to
When used against an object, the ray simply disintegrates up to 30 move. The maximum square depression that can be moved is 750’ by
cubic feet of non-living matter. Thus, the spell disintegrates only part of 750’ by 10’ and takes 4 hours of concentration to move.
any very large object or structure targeted. The ray even affects a Wall
of Force, but not magical effects such as a Globe of Invulnerability or This spell does not violently break the surface of the ground. Instead, it
an Anti-Magic Shell. creates wavelike crests and troughs, with the earth reacting with
glacier-like fluidity until the desired result is achieved. Trees, structures,
Geas (reversible) rock formations, and such are mostly unaffected except for changes
Casting Time: 10 minutes (1 turn) in elevation and relative topography.
Target: 1 living creature The spell cannot be used for tunneling and is generally too slow to trap
Duration: See text or bury creatures. Its primary use is for digging or filling moats, or for
Saving Throw: Intelligence negates adjusting terrain contours before a battle. This spell has no effect on
This spell forces the target to perform some special task, or geas, as earth creatures.
commanded by the caster at the time the spell is cast. A successful
Intelligence Saving Throw negates this spell.

CHAPTER 3: SPELLS 53
Part Water Duration: Instantaneous
Components: V, S Saving Throw: Wisdom negates; see text
Casting Time: 1 action This spell converts a mass of stone into a fleshy substance. It is usually
Range: 400’ (Long) used to restore characters who have been turned to stone (by gorgon
Area of Effect: See below breath, for example). Stone to Flesh restores a petrified creature to its
Duration: Concentration, up to 4 hours (24 turns) normal state, restoring life and goods.
This spell creates a path through a body of water, enabling creatures The caster can affect stone that fits within a cylinder up to 3 feet in
to walk on the bottom. The path may be up to 30,000 cubic feet, with diameter and up to 10 feet long or a cylinder of up to those dimensions
a minimum width of 5’, and all water displaced through use of the spell in a larger mass of stone. Any petrified creature, regardless of size, can
must be within range. be restored.
Example: The caster can part water in a path that is 100’ long, 10’ The reverse of this spell, Flesh to Stone, will turn one living creature’s
wide, and 30’ deep. Likewise, the caster could create a path that is flesh to stone. All clothing and equipment will also turn to stone. The
100’ long, 5’ wide, and 60’ deep. victim is allowed a Wisdom Saving Throw to negate this effect.
Projected Image True Seeing
Components: V, S Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: 100 feet (Medium) Range: Personal
Effect: 1 illusory duplicate Area of Effect: 120’ radius sphere centered on the caster
Duration: 1 hour (6 turns) Duration: 10 minutes (1 turn)
Saving Throw: Intelligence negates (if interacted with) When he or she casts this spell, the caster is able to see all things within
This spell creates an image of the magic-user or elf that cannot be 120’ as they truly are. The spell is quite powerful; the caster can clearly
distinguished from the original except by touch. see all concealed, hidden, invisible, and ethereal objects and
All spells cast by the magic-user will seem to come from the image. creatures. In addition, any secret doors as well as things or creatures
However, the caster must still be able to see the target. If touched or not in their true form - whether polymorphed, disguised, or transmuted
struck by a melee weapon, the image will disappear. Spells and missile - are seen as they truly are, with no possibility of deception.
attacks will seem to have no effect on the image. The caster sees through normal and magical darkness, and sees the
exact locations of creatures or objects under Blur or Displacement
Reincarnation effects,
Components: V, S
Casting Time: 10 minutes (1 turn) True Seeing, however, does not penetrate solid objects and, in no way,
Range: Touch confers x-ray vision or its equivalent.
Target: 1 corpse In addition, the spell effects cannot be further enhanced with known
Duration: Instantaneous magic, so one cannot use True Seeing through a crystal ball or in
This spell brings a dead character back to life in a new body, which conjunction with Clairvoyance or Scrying.
magically appears in front of the caster. The DM should roll on the
Reincarnation Table below to determine if the character returns as a Wall of Force
character class or as a monster. Components: V, S
If the character is reincarnated as a character class (as opposed to a Casting Time: 1 action
monster), the level of the reincarnated character is equal to the slain Range: 30’ (Close)
character’s level minus 0 to 3 levels (1d4-1). Effect: 1,200 square foot plane of force
Duration: Concentration, up to 1 round /caster level
If the character returns as a monster, the kind of monster must be rolled A Wall of Force spell creates an invisible wall of force. The wall cannot
on the table that matches the character’s alignment. A monster does move, is immune to damage of all kinds, and is unaffected by most
not usually advance in experience: the character must play as spells, including Dispel Magic. A Disintegrate spell, however,
reincarnated unless the DM allows for character class advancement. immediately destroys it.
Animated and undead creatures can’t be reincarnated. The spell Breath weapons and spells cannot pass through the wall in either
cannot bring back a creature who has died of old age. direction, although Dimension Door, Teleport, and similar effects can
Reincarnation Table bypass the barrier. It blocks corporeal and ethereal creatures (though
2d6 Roll Result ethereal creatures can usually get around the wall by floating under
2 Monster (see the table below) or over it through material floors and ceilings). Gaze attacks operate
3 Dwarf through a Wall of Force.
4 Elf The caster can form the wall into a flat, vertical plane whose area is
5 Halfling up 1,200 square feet (120’ long by 10’ high, 60’ long by 20 high, etc.).
6-7 Original Class The wall must be continuous and unbroken when formed. If its surface
8 Cleric is broken by any object or creature, the spell fails.
9 Fighter
10 Magic-user Wall of Iron
11 Thief Components: V, S
12 Monster (see the table below) Casting Time: 1 action
Reincarnation Monster Result Range: 100 feet (Medium)
1d6 Roll Lawful Neutral Chaotic Effect: 500 square foot iron wall; see text
1 Blink Dog Centaur Bugbear Duration: Instantaneous
2 Brownie Displacer Beast Gargoyle Saving Throw: See text
3 Gnome Griffon Hellhound This spell creates a vertical wall of iron exactly 2’ thick. The magic-user
4 Pegasus Lizard Man Minotaur or elf may choose any length and width, but the total area must be
5 Roc, Small Pixie Ogre 500 square feet or less (10’by 50’, 20’by 25’, etc.), and the entire wall
6 Unicorn Werebear Troll must be within 100’ of the caster. If the wall is made to topple, it causes
10d6 points of damage to whatever it hits, and shatters. Creatures in
Stone to Flesh (reversible) the area get to make a Dexterity Saving Throw for half damage.
Components: V, S In order to remain standing, the wall must rest on the ground or have
Casting Time: 1 action a similar support. It cannot be cast in a space occupied by another
Range: 100’ (Medium) object or creature, and lasts until destroyed. A rust monster can
Target: 1 creature (see text) destroy a wall of iron with a single touch.

CHAPTER 3: SPELLS 54
SEVENTH LEVEL MAGIC-USER SPELLS When the spell’s duration runs out, the caster only remembers the
general direction to the place. All other special information is
Charm Plant forgotten.
Components: V, S
The spell is instantly negated if the caster attempts to write down,
Casting Time: 1 action
record, or disclose that special knowledge to others. This spell is often
Range: 100’ (Medium)
used to find a fast escape route.
Target: 1 or more plants
Duration: 6 months; see text
Legend Lore
Saving Throw: Charisma negates; see text
Components: V, S
Similar to a Charm Monster spell, this effect causes one tree, six
Casting Time: See text
medium-sized bushes, 12 small shrubs, or 24 small plants to become
Range: Personal
friends of the magic-user (no saving throw).
Target: See text
However, a plant-like monster (treant, shrieker, etc.) may make a Duration: Instantaneous
Charisma Saving Throw to resist the effect. By means of this spell, the magic-user gains knowledge of one
The charmed plants will understand and obey all commands of the legendary item, place, or person.
caster, as long as the tasks are within their ability (including the If the caster is examining an item that is at hand, the spell takes 3d6x10
entangling of passers-by within range, as the Entangle spell, but not minutes (3-18 turns) to cast. This casting time would also be used if the
including movement, sensing alignment, etc.). An affected plant or caster were at the location that he or she wished to know more about
creature never obeys suicidal or obviously harmful orders but might be or were near the corpse of the person of legend targeted by the spell.
convinced that something very dangerous is worth doing. Any act by Otherwise, the spell takes 3d6 days to complete.
the caster, or his or her allies, that threatens a charmed plant
During the casting, the caster cannot engage in other than routine
automatically breaks the spell.
activities, such as eating, sleeping, and so forth. When completed, the
The plants will remain charmed for six months, until the charm is divination brings legends (if any) about the person, place, or thing to
dispelled, or until winter (when they sleep). (This spell is quite useful the caster’s mind. These may be legends that are still current, legends
around a stronghold, both inside and out, especially when used after that have been forgotten, or even information that has never been
a Growth of Plants spell.) generally known. If the person, place, or thing is not of legendary
importance, the caster gains no information.
Delayed Blast Fire Ball
As a rule of thumb, characters who are 9th level and higher are
Components: V, S
“legendary,” as are the sorts of creatures they contend with, the major
Casting Time: 1 action
magic items they wield, and the places where they perform their key
Range: 400’ (Long)
deeds. The information gained may be in the form of a riddle or poem.
Area of Effect: 20’ radius sphere (radius of the Fire Ball)
The Dungeon Master should reveal only general details if the place is
Duration: Up to 10 minutes (60 rounds)
large, or if the person is of great power.
Saving Throw: Dexterity for half damage
As the name implies, this is a Fire Ball spell whose blast can be delayed;
Mass Invisibility (reversible)
it behaves like a time bomb. When he casts the spell, the magic-user
Components: V, S
states the exact number of rounds of delay (from 0 to 60) until the spell
Casting Time: 1 action
detonates. A small bead, very similar in appearance to a valuable
Range: 100’ (Medium)
gem, then shoots out toward the desired location, and remains at that
Area of Effect: 30’ radius sphere, centered on a point or creature
location until the stated delay elapses. The “gem” may be picked up,
Duration: Until discharged or instantaneous; see text
carried, and so forth.
This bestows invisibility (as the 2nd level spell) on several creatures. All
When the stated duration ends, it explodes in an effect identical to a the recipients must be within a 30’ radius sphere that is within 100’ of
normal Fire Ball - a sudden instantaneous explosion inflicting 1d6 points the magic-user.
of damage per level of the caster to all within the area of effect (a
After the spell is cast, each creature becomes invisible, along with all
sphere of 20’ radius).
equipment it carries (as per the Invisibility spell). An invisible creature
Each victim may make a Dexterity Saving Throw to take half damage. will remain invisible until he or she attacks. For purposes of this spell, an
Once the spell has been cast, the explosion cannot be hurried nor attack includes any spell targeting a foe or whose area of effect
further delayed. The “gem” created is pure magic, not an actual includes a foe.
object, and cannot be moved magically (by Telekinesis, Teleport, The reverse of this spell, Appear, will cause all invisible creatures and
etc.); however, it can be dispelled. objects in the area of effect to become visible. Creatures on the astral
and ethereal planes are not within the area of effect; the spell cannot
Find the Path reach across planar boundaries. All other forms of invisibility are
Components: V, S affected, both magical and natural, and all targets of this spell cannot
Casting Time: 1 action become invisible again for one full turn.
Range: Personal
Effect: See text Plane Shift
Duration: 2 hours (12 turns) Components: V, S, M
The recipient of this spell can find the shortest, most direct physical route Casting Time: 1 action
to a specified destination, be it the way into or out of a locale. The locale Range: Touch
can be outdoors, under ground, or even inside a Maze spell. Find the Target: The caster and up to 6 willing creatures; or 1 creature; see text
Path works with respect to locations, not objects or creatures at a locale. Duration: Instantaneous
The location must be on the same plane as the caster is at the time of Saving Throw: None or Intelligence negates; see text
casting. The caster and up to six willing creatures who link hands are
The spell enables the subject to sense the correct direction that will transported to a different plane of existence. The caster can specify a
eventually lead it to its destination, indicating at appropriate times the target destination in general terms, such as the City of Brass on the
exact path to follow or physical actions to take. Elemental Plane of Fire or the palace of Dispater on the second level
of the Nine Hells, and the caster appears in or near that destination.
For example, the spell enables the subject to sense secret doors, traps,
and the proper word to bypass a Glyph of Warding. The spell ends when The caster can use this spell to banish an unwilling creature to another
the destination is reached or the duration expires, whichever comes first. plane. The caster chooses a creature within reach and makes a melee
Find the Path can be used to remove the caster and his or her attack against it. On a hit, the creature must make an Intelligence
companions from the effect of a Maze spell in a single round. Saving Throw. If the creature fails this save, it is transported to a random
location on the plane of existence that the caster specifies.
This divination is keyed to the recipient, not its companions, and its effect
does not predict or allow for the actions of creatures (including
guardians).

CHAPTER 3: SPELLS 55
Note: Plane Shift transports creatures instantaneously and then ends. Statue
Transported creatures need to find other means if they wish to leave Components: V, S
their destination. Casting Time: 1 action
Range: Personal
Material Component: A small, forked metal rod. The size and metal
Target: The caster
type dictates to which plane of existence or alternate dimension the
Duration: 20 minutes (2 turns) per caster level
spell sends the affected creatures. It is not consumed by the casting
This allows the magic-user to change into a statue, along with all
of this spell.
equipment he or she carries.
Power Word Stun The caster can concentrate on other spells while in statue form, but
Components: V can cast no new spells nor take any other actions (other than reverting
Casting Time: 1 action to his or her normal form) while in this form.
Range: 100’ (Medium) While in statue form, the caster is Armor Class 24 but cannot move. He
Target: 1 living creature or she cannot be harmed by cold or fire (whether normal or magical),
Duration: See text poison, or by normal weapons. He or she does not breathe and is
Saving Throw: None immune to all gas attacks, drowning, etc. In addition, the caster is
The caster utters a single word of power that instantly causes one living immune to paralysis, petrification, energy drain, death attacks, and
creature to become stunned, whether the creature can hear the most spells.
word or not. The duration of the spell depends on the target’s current
Hit Point total. A creature that currently has 81 or greater Hit Points is Magical weapons and offensive spells that do not deal fire or cold
unaffected by Power Word Stun. damage, like Lightning Bolt, Magic Missile, and Spiritual Hammer, inflict
normal damage on the caster.
Hit Points Duration
1-40 2d6x10 minutes (2-12 turns) The caster may shift form up to once per round. Shifting forms does not
41-80 1d6x10 minutes (1-6 turns) count against the character’s actions for the round but must be done
during the character’s turn.
Prismatic Spray
Summon Monsters I
Components: V, S
Components: V, S
Casting Time: 1 action
Casting Time: 1 action
Range: Personal
Range: 30’ (Close)
Area of Effect: 60’ cone
Effect: 1 or more monsters
Duration: Instantaneous
Duration: 2 hours (12 turns)
Saving Throw: See text
This spell summons up to 30 Hit Dice worth of living creature, with no
This spell causes seven shimmering, intertwined, multicolored beams of
more than 5 Hit Dice each. They appear where the caster designates,
light to spray from the caster’s hand. Each beam has a different
within range, and act immediately, on the caster’s turn.
power. Creatures in the area of the spell with 8 HD or less are
automatically blinded for 2d6 rounds. Every creature in the area is Each monster will appear carrying its normal weapons and wearing its
randomly struck by one or more beams, which have additional normal armor (if any), but arrives otherwise unequipped. When slain,
effects. or when the spell expires or is dispelled, monsters and their equipment
vanish.
d8 Roll Color Effect
1 Red Heat for 10 Hit Points damage They may be sent, by command, up to 240’ away, if desired. They
2 Orange Magical blast for 20 Hit Points of damage attack the caster’s opponents to the best of their ability. The caster
3 Yellow Disintegration ray for 40 Hit Points of damage can communicate with the creatures and can direct them not to
4 Green Poison, kills living creatures (Constitution negates) attack, or to attack certain enemies or to take other actions.
5 Blue Flesh to Stone (Wisdom negates) Monsters cannot be summoned into an environment that cannot
6 Indigo Insane, as a Confusion spell (Wisdom negates) support them.
7 Violet Plane Shift to another plane (Intelligence negates)
8 Struck by 2 rays; roll twice more, ignoring any “8” results. Summon Object
Components: V, S, M
Reverse Gravity Casting Time: 1 action
Components: V, S Range: Infinite
Casting Time: 1 action Duration: Instantaneous
Range: 100 feet (Medium) By means of this spell, the caster can cause one nonliving object to
Area of Effect: 20’ radius circular area; see text leave his or her home and appear in his or her hand. The object must
Duration: 1 minute (6 rounds) weigh no more than 50 pounds and may be no bigger than a staff or
Saving Throw: See text small chest.
This spell reverses gravity in an area, causing all unattached objects
and creatures within that area to fall upward. Any creature in the area The spellcaster must be very familiar with the item and its exact
of effect “falls” upward. If some solid object (such as a ceiling) is in location, or the spell will not work. The caster must also have prepared
the path of this fall, falling objects and creatures strike it in the same the item beforehand by sprinkling it with a special powder that costs
manner as they would during a normal downward fall. Otherwise, the 250 gold pieces per item prepared; the powder becomes invisible and
creatures and objects continue falling until they reach a height of does not interfere with the item in any way. The spell cannot summon
1,000 feet at the end of the round. items that have not been prepared in this fashion.

An object or creature reaching the 1,000, without striking anything, If the caster prepares a chest for use with this spell, fills the chest with
remains there, oscillating slightly, as per the Levitate spell, until the spell weapons and magical items, and then later tries to summon it to him,
ends. the chest appears - empty. All of its contents are left behind, where
the chest originally stood, since they were not magically prepared for
At the end of the spell’s duration, affected objects and creatures fall use with the spell, and since the spell can summon only one prepared
downward. object at a time.
Provided it has something to hold onto, a creature caught in the area If another being possesses the summoned item, it will not appear, but
can attempt a Dexterity Saving Throw to secure itself when the spell the caster will know who and where the possessor is.
strikes. Creatures who can Fly or Levitate can keep themselves from
falling. The magic-user may use this spell from any location, even if the item
summoned is on another plane of existence.

CHAPTER 3: SPELLS 56
Saving Throw: Intelligence negates; see text
A Binding spell creates a magical restraint to hold a creature.
Regardless of the version of Binding cast, the caster may specify
triggering conditions that end the spell and release the creature
whenever a trigger occurs. These triggers can be as simple or
elaborate as the caster desires, but the condition must be reasonable
and have a likelihood of coming to pass. The conditions can be based
Sword on a creature’s name, identity, or alignment but, otherwise, must be
Components: V, S based on observable actions or qualities. Intangibles such as level,
Casting Time: 1 action class, Hit Dice, or Hit Points don’t qualify. Once the spell is cast its
Range: 30’ (Close) triggering conditions cannot be changed.
Effect: 1 sword of force
The Binding spell has five versions. Choose one of the following versions
Duration: 1 round/caster level
when the spell is cast. Regardless of which version is chosen the
Saving Throw: None
subject does not need to breathe, eat, or drink while bound, nor does
When this spell is cast, a glowing sword made of magic, rather than
it age.
metal, appears next to the caster. The magic-user may cause it to
attack any creature within 30’ simply by concentrating on the spell: Chaining: The subject is confined by restraints. All creatures who
the sword flies to the target and attacks. If the caster’s concentration approach the subject, except for the caster, must make a Charisma
is broken, the sword merely stops attacking. It remains in existence for Saving Throw or be held back and unable to get within 30 feet. The
one round per level of the spellcaster. subject of this form of Binding is confined to the spot it occupied when
it received the spell.
The sword moves very quickly, attacking twice per round and making
its attack rolls with an attack bonus equal to the caster’s level. Slumber: This version causes the subject to become comatose for the
Damage is the same as a two-handed sword (1d10) and it is capable spell’s duration.
of hitting any target, even those hit only by powerful magical Hedged Prison: The subject is transported to, or otherwise brought
weapons. within, a confined area from which it cannot wander by any means.
The sword cannot be destroyed before the duration ends, except by Metamorphosis: The subject assumes Gaseous Form, except for its
a Dispel Magic spell (at normal chances of success) or a Wish. head or face. It is held harmless in a jar or other container, which may
be transparent if the caster so chooses. The creature remains aware
Teleport Any Object of its surroundings and can speak, but it cannot leave the container,
Components: V attack, or use any of its powers or abilities.
Casting Time: 1 action Minimus Containment: The subject is shrunk to a height of 1 inch or
Range: Touch even less and held within some gem, jar, or similar object.
Target: 1 creature or object
Duration: Instantaneous
Saving Throw: See text
After casting this spell, the spellcaster may touch one creature or
object and cause it to teleport. This spell is similar to the 5th level
Teleport spell, but nonliving objects may also be targeted. The
maximum weight affected is 50 pounds per level of the caster. If an
object is a solid part of a greater whole (such as a section of wall), the
spell will teleport a maximum of one 10’ x 10’ x 10’ cube of material. If
the caster is trying to teleport a creature that weighs more than the
spell allows, the spell fails.
If another creature holds or carries the item which the caster is trying
to teleport, the creature may make an Intelligence Saving Throw. If the
Saving Throw is successful, the teleport fails.
If the caster touches another creature, the target creature may make
an Intelligence Saving Throw to avoid being teleported.
If the spellcaster uses this spell to teleport him or herself, there is no
chance for error. Otherwise, the normal chances of error apply (see
below). Another caster can attempt to dispel a Binding spell with Dispel Magic
and an Anti-Magic Shell affects it normally. A bound extraplanar
Knowledge Success Too High Too Low
creature cannot be sent back to its home plane through Plane Shift or
Casual 01-50 51-75 76-00
similar effects.
General 01-80 81-90 91-00
Exact 01-95 96-99 00 The components for a Binding spell include such items as miniature
chains of special metals, soporific herbs of the rarest sort (for slumber
A creature arriving too high rolls 1d10 for the distance, in tens of feet, Bindings), a bell jar of the finest crystal, and the like. These
that the creature is above the aiming point. If this area is occupied by components cost 250 gp per Hit Die of the creature captured.
a solid object, the creature dies instantly. Otherwise, each 10’ a
creature falls will do 1d6 points of damage on impact. A creature Clone
arriving too low has teleported into the ground or other solid object Components: V, S, M
and dies instantly. Casting Time: 10 minutes (1 turn)
An object appearing too high will fall and probably break, while one Range: Special; see text
appearing too low will be destroyed instantly. Effect: 1 clone
Duration: Instantaneous
A creature or object can never be deliberately teleported too high, This spell makes an inert duplicate of a living creature. If the original
too low, or into a solid object. individual has been slain its soul immediately transfers to the clone,
creating a replacement (provided that the soul is free and willing to
EIGHTH LEVEL MAGIC-USER SPELLS return). The original’s physical remains, should they still exist, become
inert and cannot thereafter be restored to life. If the original creature
Binding has reached the end of its natural life span (that is, it has died of
Components: V, S, M natural causes), any cloning attempt fails.
Casting Time: 1 minute (6 rounds)
Range: 30’ (Close) To create the duplicate the caster must have a piece of flesh (not hair,
Target: 1 creature nails, scales, or the like) that was taken from the original creature’s
Duration: Permanent until dispelled or dismissed; see text living body. The piece of flesh need not be fresh, but it must be kept

CHAPTER 3: SPELLS 57
from rotting. Once the spell is cast the duplicate must be grown in a The reverse of this spell, Remove Charm, unfailingly removes all charm
laboratory for 2d4 months. effects within a 20’ radius sphere. It will also prevent any object in that
When the clone is completed the original’s soul enters it immediately area from creating charm effects for 10 minutes (1 turn).
if that creature is already dead. The clone is physically identical to the
original and possesses the same personality and memories as the Maze
original. In other respects, treat the clone as if it were the original Components: V, S
character raised from the dead. Casting Time: 1 action
Range: 30’ (Close)
The spell duplicates only the original’s body and mind, not its Target: 1 creature
equipment. A duplicate can be grown while the original still lives or Duration: See text
when the original soul is unavailable, but the resulting body is merely a Saving Throw: None
soulless bit of inert flesh which rots if not preserved. An extradimensional space is brought into being upon utterance of a
The spell requires a piece of flesh, which is used in the creation of the Maze spell. The recipient will wander in the shifting labyrinth of force
clone, and special laboratory equipment (cost 500 gp) that is planes for a period of time which is totally dependent upon its
necessary for the spell’s functioning but is not consumed during its intelligence. (Note: Minotaurs are not affected by this spell.)
casting. Intelligence of Target Duration
Under 3 2d4x10 minutes (2 to 8 turns)
Irresistible Dance 3-5 1d4x10 minutes (1 to 4 turns)
Components: V 6-8 5d4 rounds
Casting Time: 1 action 9-12 4d4 rounds
Range: Touch 13-15 3d4 rounds
Target: 1 living creature 16-17 2d4 rounds
Duration: 1d4+2 rounds 18+ 1d4 rounds

Mind Blank
Components: V, S
Casting Time: 1 action
Range: 30’ (Close)
Target: 1 willing creature
Duration: 1 day
The subject is protected from all devices and spells that detect,
influence, or read emotions or thoughts. This spell protects against all
charm spells and mind-affecting spells (including Phantasmal Killer,
Magic Jar, Cause Fear, Feeblemind, etc.), as well as information
gathering by divination spells or effects, such as ESP.
Mind Blank even foils Miracle and Wish spells when they are used in
This spell causes one living creature to prance madly about, such a way as to affect the subject’s mind or to gain information about
performing a jig or other dance, for 3 or more rounds. The caster must it.
touch the target for the spell to take effect (a normal attack roll). If In the case of scrying that scans an area the creature is in, such as
struck, the target gets no Saving Throw to resist this spell’s effects. Wizard Eye, the spell works but the creature simply isn’t detected.
The target cannot attack, use spells, or take any action other than Scrying attempts that specifically target the subject do not work at all.
dancing. While dancing, the victim suffers a -4 penalty to Dexterity
Saving Throws and Armor Class. Permanence
Components: V, S
Mass Charm (reversible) Casting Time: 2 rounds
Components: V Range: See text
Casting Time: 1 action Targets: 1 spell effect; see text
Range: 100’ (Medium) Duration: Permanent until dispelled
Targets: 1 or more living creatures in a 20’ radius sphere This spell affects the duration of certain other spells, making the
Duration: See text duration permanent. The spells upon which a personal Permanence
Saving Throw: Charisma negates will be effective are:
This spell functions like Charm Monster, except that Mass Charm Comprehend Languages
affects a number of creatures whose combined Hit Dice do not Darkvision
exceed twice the caster’s level or at least one creature regardless of Detect Evil
Hit Dice. Detect Invisibility
If there are more potential targets than the spell can affect, the caster Detect Magic
chooses them one at a time until a creature with too many Hit Dice is Protection from Evil
chosen. Protection from Normal Missiles
Read Magic
An affected creature never obeys suicidal or obviously harmful orders
but might be convinced that something very dangerous is worth The caster casts the desired spell and then follows with the
doing. The caster must speak the creature’s language to Permanence spell. Each Permanence spell lowers the caster’s
communicate commands, or else be good at pantomiming. Constitution by 1 point. The caster cannot cast these spells upon other
creatures. In addition to personal use, the Permanence spell can be
Any act by the caster, or his or her allies, that threatens a charmed
used to make the following object/creature or area of effect spells
creature automatically breaks the spell for that creature. Other
lasting:
creatures under the effects of Mass Charm get to make another
Saving Throw as well. Gust of Wind
Invisibility
Creatures with above average intelligence (a score of 13-18) may
Magic Mouth
make a new saving throw each day. Creatures with average
Prismatic Sphere
intelligence (a score of 9-12) may save again once per week, and
Stinking Cloud
creatures with below average intelligence (a score of 3-8) may save
Wall of Ice
again once each month. Mass Charm may be dispelled with a Dispel
Wall of Fire
Magic spell.
Wall of Force
Web

CHAPTER 3: SPELLS 58
The former application of Permanence can be dispelled only by a Duration: 1 hour (6 turns)
caster of greater level than the spell caster was when he or she initially Saving Throw: See text
cast it. The Permanence application to other spells allows it to be cast Prismatic Wall creates a vertical, opaque wall - a shimmering,
simultaneously with any of the latter when no living creature is the multicolored plane of light that protects the caster from all forms of
target, but the Permanence can be dispelled normally, and thus the attack. This wall, which may be vertical or horizontal, is 2” thick and up
entire spell negated. to 500 square feet in area. A Prismatic Wall spell cast to materialize in
a space occupied by a creature is disrupted, and the spell is wasted.
Polymorph Any Object The wall flashes with seven colors, each of which has a distinct power
Components: V, S and purpose. The wall is immobile though the caster can pass through
Casting Time: 1 action and remain near the wall without harm. Any other creature with less
Range: 30’ (Close) than 8 Hit Dice that is within 20’ of the wall is blinded for 2d4 rounds by
Target: 1 creature, or normal object the colors if it looks at the wall.
Duration: See text
Saving Throw: Wisdom negates; see text Each color in the wall has a special effect. The accompanying table
This spell functions like Polymorph, except that it can change both shows the seven colors of the wall, the order in which they appear,
objects and creatures into other objects or creatures and the form their effects on creatures trying to attack the caster in melee or pass
assumed has a 20 Hit Die maximum. through the wall, and the magic needed to negate each color.

Like Polymorph Others, Polymorph Any Object grants the creature the Color Effect Negated By
average Intelligence score of its new form. Red Stops all magical missile weapons. Inflicts Magical cold
12 Hit Points of fire damage.
The duration of the spell depends on how radical a change is made Orange Stops normal missile weapons. Inflicts 24 Magical
from the original state to its enchanted state. The duration is points of damage. lightning
determined by using the following guidelines. The base Duration Yellow Stops breath weapons. Inflicts 48 Hit Magic missile
Factor is 0. Points of damage. spell
Changed Subject Is: Duration Factor1 Green Block detection spells (ESP, crystal balls, Passwall
Same kingdom (animal, vegetable, mineral) +5 etc.). Those touching the wall must make
Same class (mammals, fungi, metals, etc.) +2 a Constitution Saving Throw against
Same size +2 poison or die.
Related (twig is to tree, wolf fur is to wolf, etc.) +2 Blue Blocks poison, gas, and gaze attacks. Disintegrate
Same or lower intelligence +2 Those touching the wall must make a spell
1 Add all that apply. Look up the total on the next table. Strength Saving Throw or be turned to
stone.
Duration Factor Duration Example Indigo Blocks all matter. Those touching the wall Dispel Magic
0 20 minutes Pebble to human must make an Intelligence Saving Throw
2 1 hour Marionette to human or be gated to a random outer plane,
4 3 hours Human to marionette and possibly (50%) lost forever.
5 12 hours Lizard to manticore Violet Blocks all magic. Those touching the wall Continual Light
6 2 days Sheep to wool coat must make a Wisdom Saving Throw or be
7 1 week Shrew to manticore permanently insane (barring a Restore,
9+ Permanent Manticore to shrew Miracle, or Wish spell).
Damage taken by the new form can result in the injury or death of the The wall can be destroyed, color by color, in consecutive order, by
polymorphed creature. If the new form would prove fatal to the various magical effects; however, the first color must be brought down
creature (for example, if the caster Polymorphs a landbound target before the second can be affected, and so on.
into a fish, or an airborne target into a toad), the subject gets a +4
bonus to its Saving Throw. A rod of cancellation destroys a Prismatic Wall, but an Anti-Magic Shell
fails to penetrate it. Dispel Magic cannot dispel the wall or anything
A mundane object cannot be made into a magic item with this spell. beyond it.
Magic items aren’t affected by this spell. Items held by a creature use
that creature’s Wisdom Saving Throw to resist the Polymorph Any Summon Monsters II
Object spell. This spell cannot create material of great intrinsic value, Components: V, S
such as copper, silver, gems, silk, gold, or platinum. Casting Time: 1 action
This spell can also be used to duplicate the effects of Polymorph, Flesh Range: 100’ (Medium)
to Stone, Stone to Flesh, Transmute Mud to Rock, or Transmute Rock to Effect: 1 or more monsters
Mud. Duration: 2 hours (12 turns)
This spell summons up to 36 Hit Dice worth of living monsters, with no
Power Word Blind more than 6 Hit Dice each. They appear where the caster designates,
Components: V within range, and act immediately on the caster’s turn.
Casting Time: 1 action Each monster will appear carrying its normal weapons and wearing its
Range: 100’ (Medium) normal armor (if any), but arrives otherwise unequipped. When slain,
Target: 1 living creature or when the spell expires or is dispelled, monsters and their equipment
Duration: See text vanish.
Saving Throw: None
The caster utters a single word of power that causes one living They may be sent, by command, up to 240’ away, if desired. They
creature to become blinded, whether the creature can hear the word attack the caster’s opponents to the best of their ability. The caster
or not. The duration of the spell depends on the target’s current Hit can communicate with the creatures and can direct them not to
Point total. A creature that currently has 81 or greater Hit Points is attack, or to attack certain enemies or to take other actions.
unaffected by Power Word Blind. This blindness may only be removed Monsters cannot be summoned into an environment that cannot
with a Heal, Miracle, or Wish spell. support them.
Hit Points Duration
1-40 1d4 days Symbol
41-80 2d4 hours Components: V, S
Casting Time: 1 action
Prismatic Wall Range: Touch
Components: V, S Area of Effect: 30’ radius sphere; see text
Casting Time: 1 action Duration: See text
Range: 30’ (Close) Saving Throw: See text
Effect: Shimmering wall

CHAPTER 3: SPELLS 59
A Symbol spell causes the creation of magical runes which affect body where it rests on the Material Plane, thereby reviving it from its
creatures which pass over, touch, read, or pass through a portal upon state of suspended animation.
which the symbol is inscribed. Once triggered, all creatures within 30’ Although astral bodies can function on the Astral Plane, their actions
are targeted by the spell. affect only creatures existing on the Astral Plane; a physical body must
Upon casting the spell, the caster inscribes the symbol upon whatever be materialized on other planes.
surface he or she desires. Likewise, the spell caster can place the
symbol of his or her choice, using any one of the following:
Death: One or more creatures whose total Hit Points do not exceed 80
are slain. A Charisma Saving Throw negates this effect.
Discord: All creatures are affected and immediately fall to loudly
bickering and arguing; furthermore, there is a 50% probability that
creatures of different alignment will attack each other. The bickering
lasts for 5d4 rounds; the fighting for 2d4 rounds. A Wisdom Saving Throw
negates these effects.
Fear: This symbol operates as an extra-strong Cause Fear spell, causing
all creatures to make a Charisma Saving Throw or panic and flee the
area.
Hopelessness: All creatures are affected and must turn back in
dejection unless they make a Charisma Saving Throw. Affected
creatures suffer a -4 penalty to Morale checks and, if attacked, will not
attack 25% of the time, will flee 25% of the time, or will attack with a -4
The caster and his or her companions may travel through the Astral
penalty to all attack rolls 50% of the time.
Plane indefinitely. Their bodies simply wait behind in a state of
Insanity: One or more creatures whose total Hit Points do not exceed suspended animation until the caster chooses to return. The spell lasts
120 will become insane and remain so, acting as if a Confusion spell until the caster desires to end it or until it is terminated by some outside
had been placed upon them until a Heal, Restore, Miracle, or Wish means, such as a Dispel Magic cast upon either the physical body or
spell is used to remove the madness. A Wisdom Saving throw negates the astral form (which ends the spell), the severing of a silver cord
this. (which kills that person), or the destruction of a body back on the
Pain: All creatures are affected, having wracking pains shooting Material Plane (which also kills that person).
through their bodies for 2d10 minutes. They suffer a -2 penalty to Material Component: A silver cord worth 5 gp for each person to be
Strength and Dexterity checks, as well as attack and damage rolls, affected. These are not consumed when the spell is cast.
and take a -2 penalty to their Armor Class. The Movement Rate of
pain-wracked creatures is reduced by half. A Constitution Saving Contingency
Throw negates this effect. Components: V, S
Sleep: All creatures under 8+1 Hit Dice will immediately fall into a Casting Time: At least 10 minutes; see text
catatonic slumber and cannot be awakened for 4d4x10 minutes (4 to Range: Personal
16 turns). An Intelligence Saving Throw negates this effect. Target: The caster
Duration: Until discharged
Stunning: One or more creatures whose total Hit Points do not exceed The caster can place another spell upon him or herself so that it comes
160 will be stunned and reeling for 3d4 rounds, dropping anything that into effect under some condition dictated when Contingency is cast.
is held. A Strength Saving Throw negates this effect. The Contingency spell and the companion spell are cast at the same
The type of symbol cannot be recognized without it being read and, time. The 10 minute casting time is the minimum total for both castings;
thus, activating its effects. if the companion spell has a casting time longer than 10 minutes, use
that instead.
NINTH LEVEL MAGIC-USER SPELLS The spell to be brought into effect by the Contingency must be one
that affects the caster and have a spell level no higher than 6th level.
Astral Spell
Components: V, S, M The conditions needed to bring the spell into effect must be clear,
Casting Time: 10 minutes (1 turn) although they can be general. In all cases Contingency immediately
Range: Touch brings into effect the companion spell, the latter being “cast”
Targets: The caster and up to 8 willing creatures instantaneously when the prescribed circumstances occur. If
Duration: See text complicated or convoluted conditions are prescribed, the whole spell
The caster projects his or her astral self onto the Astral Plane, leaving combination (Contingency and the companion magic) may fail
his or her physical body behind on the Material Plane in a state of when called on. The Companion spell occurs based solely on the
suspended animation. The spell projects an astral copy of the caster stated conditions, regardless of whether the caster wants it or not.
onto the Astral Plane. The caster can use only one Contingency spell at a time; if a second
Since the Astral Plane touches upon other planes, the caster can is cast, the first one (if still active) is dispelled.
travel astrally to any of these other planes at will. To enter one of the
outer planes, the caster leaves the Astral Plane, forming a new Etherealness
physical body (and equipment) on the plane of existence the caster Components: V, S
has chosen to enter. Casting Time: 1 action
Range: Touch
Up to 8 willing creatures, linked in a circle at the time of casting, can
Targets: The caster and up to 6 willing creatures
travel with the caster in this manner. These fellow travelers are
Duration: 30 minutes (3 turns)
dependent upon the caster and must accompany the caster at all
The caster and up to 6 willing creatures joined by linked hands
times. If separated from the caster during the journey, his or her
become ethereal. For the duration of the spell the spell’s targets are
companions are stranded at their destination.
in a place called the Ethereal Plane which overlaps the physical,
While on the Astral Plane the astral body is connected at all times to Material Plane. Once ethereal, the subjects need not stay together.
the physical body by a silvery cord. If the cord is broken the traveler is When the spell expires the targets return to material existence.
killed, both astrally and physically. Luckily very few things can destroy An ethereal creature is invisible, insubstantial, and capable of moving
a silver cord. When a second body is formed on a different plane, the in any direction, even up or down, albeit at half its normal Movement
incorporeal silvery cord remains invisibly attached to the new body. If Rate. An insubstantial creature can move through solid objects,
the second body or astral form is slain the cord simply returns to the including living creatures. An ethereal creature can see and hear on

CHAPTER 3: SPELLS 60
the Material Plane, but everything looks gray and ephemeral. Sight directly to the creature, to some other action on the caster’s part that
and hearing onto the Material Plane are limited to 60 feet. matches the creature’s alignment and goals.
An ethereal creature can’t attack material creatures and vice versa. If the caster chooses to exact a longer or more involved form of service
Treat other ethereal creatures and ethereal objects as if they were from a called creature, he or she must offer some fair trade in return
material. for that service. The service exacted must be reasonable with respect
If the spell ends while a target is inside a material object, such as a to the promised favor or reward. The bargaining takes at least 1 round,
solid wall, that target takes 1d6 damage and is shunted off to the so any actions by the creature begin in the round after it arrives.
nearest open space. Immediately upon completion of the service, the being is transported
to the caster’s vicinity and the caster must then and there turn over
Gate the promised reward. After this is done the creature is instantly freed
Components: V, S; see text to return to its own plane. Failure to fulfill the promise to the letter results
Casting Time: 1 action; see text in the caster being subjected to service by the creature or by its liege
Range: 100’ (Medium) and master, at the very least. At worst, the creature or its kin may
Effect: See text attack the caster.
Duration: See text
Casting a Gate spell has two effects. First, it creates an inter-
dimensional connection between the caster’s plane of existence and
a plane the caster specifies, allowing travel between those two planes
in either direction. Second, the caster may then call a particular
individual or kind of being through the gate.
The gate itself is a circular hoop or disk from 5 to 20 feet in diameter
(caster’s choice), oriented in the direction the caster desires when it
comes into existence (typically vertical and facing the caster). It is a
two-dimensional window looking into the plane the caster specified
when casting the spell and anyone or anything that moves through is
shunted instantly to the other side. A gate has a front and a back.
Creatures moving through the gate from the front are transported to
the other plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, a Gate spell functions much


like a Plane Shift spell except that the gate opens precisely at the point
the caster desires. Deities and other beings who rule a planar realm Meteor Swarm
can prevent a gate from opening in their presence or personal Components: V, S
demesnes if they so desire. Travelers need not join hands with the Casting Time: 1 action
caster; anyone who chooses to step through the portal is transported. Range: 400’ (Long)
A gate cannot be opened to another point on the same plane; the Area of Effect: Four, 40’ radius circles; see text
spell works only for inter-planar travel. Duration: Instantaneous
The caster may hold the gate open only for a brief time (no more than Saving Throw: None or Dexterity half; see text
1 minute) and must concentrate on doing so or else the inter-planar Meteor Swarm is a very powerful and spectacular spell, similar to Fire
connection closes on the round after the caster stops concentrating Ball in many aspects. When cast, four 2’ diameter spheres spring from
upon the gate. the caster’s outstretched hand and streak in straight lines to the spots
selected by the caster. The meteor spheres leave a fiery trail of sparks.
Calling Creatures: The second effect of the Gate spell is to call one or
more extraplanar creatures through the gate. By naming a particular If aimed at a specific creature, the caster makes a missile attack roll
being or kind of being as the spell is cast, the caster causes the gate to strike the target with the meteor. Any creature struck by one of
to open in the immediate vicinity of the desired creature or creatures these spheres takes 3d6 points of bludgeoning damage and 6d6
and pull them through, willing or unwilling. Deities and unique beings points of fire damage (no save). The caster may aim more than one
are under no compulsion to come through the gate, although they meteor at the same target.
may choose to do so of their own accord. This use of the spell creates Regardless of whether it strikes or misses its target, each sphere
a gate that remains open just long enough to transport the called explodes in a 40’ radius circle when it reaches its destination, dealing
creature or creatures. 6d6 points of fire damage to each creature in the area. If a creature
If the caster chooses to call a kind of creature instead of a known is within the area of more than one sphere, it must save separately
individual, the caster may call either a single creature (of any Hit Dice) against each.
or several creatures. The caster can call and control several creatures The spell damages objects in the area and ignites flammable objects
as long as their Hit Dice total does not exceed his or her level. that aren’t being worn or carried.
In the case of a single creature, the caster can control it if its Hit Dice
do not exceed twice his or her level. Deities and unique beings cannot Power Word Kill
be controlled in any event. An uncontrolled being acts as it pleases, Components: V
making the calling of such creatures rather dangerous. An Casting Time: 1 action
uncontrolled being may return to its home plane at any time. Range: 100’ (Medium)
Target: 1 or more living creatures in a 10’ radius circle; see text
A controlled creature can be commanded to perform a service. Such Duration: Instantaneous
services fall into two categories: immediate tasks and contractual Saving Throw: None
service. Fighting for the caster in a single battle or taking any other When a Power Word Kill spell is uttered, one or more creatures of any
actions that can be accomplished within 1 round per level of the type within the spell range and area of effect are slain. The spell kills
caster counts as an immediate task; the caster need not make any either one creature with up to 60 Hit Points, or up to 5 creatures with
agreement or pay any reward for the creature’s help. Few if any 20 or fewer Hit Points each, to a maximum of 100 Hit Points total.
creatures will accept a task that seems suicidal. The creature departs
at the end of the spell. The option to attack a single creature or multiple creatures must be
stated along with the spell range and center of the area of effect. The
A task taking up to 1 minute per caster level requires a payment of 250 current Hit Points of the creatures are used.
gp per Hit Die of the creature called. For a task taking up to 1 hour per
caster level, the creature requires a payment of 500 gp per Hit Die. A Prismatic Sphere
long-term task, one requiring up to one day per caster level, requires Components: V
a payment of 1,000 gp per Hit Die. Note that payment need not be Range: Personal
made directly to the gated creature and can take a variety of forms, Effect: 10’ radius sphere centered on the caster
from donating gold or magic items to an allied temple, to a gift given Duration: 1 hour (6 turns)

CHAPTER 3: SPELLS 61
Saving Throw: See text The caster can become just about anything he or she is familiar with.
This spell functions like Prismatic Wall, except it conjures up an The caster can change form once each round on his or her turn, either
immobile, opaque globe of shimmering, multicolored light that before or after acting. If used to create a disguise, the caster gets a
surrounds and protects the caster from all forms of attack. The sphere +4 bonus on his or her Charisma ability check.
flashes in all colors of the visible spectrum. This spell is subject to Dispel Magic. During the spell duration, the caster
The caster can pass into and out of the Prismatic Sphere and remain cannot pass through Anti-Magic Shell spell effect.
near it without harm. However, when inside it, the sphere blocks any
attempt to project something through the sphere (including spells). Summon Monsters III
Other creatures that attempt to attack the caster in melee or pass Components: V, S
through suffer the effects of every color, resolved in order, from red to Casting Time: 1 action
violet. Range: 400’ (Long)
Color Effect Negated By Effect: 1 or more monsters
Red Stops all magical missile weapons. Inflicts Magical cold Duration: 2 hours (12 turns)
12 Hit Points of fire damage. This spell summons up to 42 Hit Dice worth of living monsters, with no
Orange Stops normal missile weapons. Inflicts 24 Magical more than 7 Hit Dice each. They appear where the caster designates,
points of damage. lightning within range, and act immediately, on the caster’s turn.
Yellow Stops breath weapons. Inflicts 48 Hit Magic missile Each monster will appear carrying its normal weapons and wearing its
Points of damage. spell normal armor (if any), but arrives otherwise unequipped. When slain,
Green Block detection spells (ESP, crystal balls, Passwall or when the spell expires or is dispelled, monsters and their equipment
etc.). Those touching the sphere must vanish.
make a Constitution Saving Throw against They may be sent, by command, up to 240’ away, if desired. They
poison or die. attack the caster’s opponents to the best of their ability. The caster
Blue Blocks poison, gas, and gaze attacks. Disintegrate can communicate with the creatures and can direct them not to
Those touching the sphere must make a spell attack, or to attack certain enemies or to take other actions.
Strength Saving Throw or be turned to
stone. Monsters cannot be summoned into an environment that cannot
Indigo Blocks all matter. Those touching the Dispel Magic support them.
sphere must make an Intelligence Saving
Throw or be gated to a random outer Survival
plane, and possibly (50%) lost forever. Components: V, S
Violet Blocks all magic. Those touching the Continual Light Casting Time: 1 action
sphere must make a Wisdom Saving Range: Touch
Throw or be permanently insane (barring Target: 1 willing creature
a Restore, Miracle, or Wish spell). Duration: 12 hours (72 turns)
Any creature with less than 8 HD that is within 20’ of the sphere is This spell protects one creature against all damage caused by natural
blinded for 2d4 minutes by the colors if it looks at the sphere. conditions on any plane of existence. This spell protects the recipient
from adverse conditions of all types, including normal heat or cold,
Typically, only the upper hemisphere of the globe will exist, since the lack of air, toxic fumes, and so forth. While the spell is in effect, the
caster is at the center of the sphere, so the lower half is usually caster needs no air, food, water, or sleep.
excluded by the floor surface he or she is standing on.
The spell does not protect against magical damage of any type, nor
Shapechange does it protect against physical attacks, poison, or breath weapons.
Components: V, S Example: A caster might use this spell: in a desert or blizzard to prevent
Casting Time: 1 action damage from the natural conditions; underground or underwater,
Range: Personal enabling survival without air; in space, to magically survive in vacuum;
Target: The caster or on the elemental plane of Fire, to protect against conditional fire
Duration: 10 minutes (1 turn)/caster level damage.

Time Stop
Components: V
Casting Time: 1 action
Range: Personal
Target: The caster
Duration: 1d4 + 1 rounds (apparent time); see text
This spell seems to make time cease to flow for everyone but the
caster. In fact, the caster speeds up so greatly that all other creatures
seem frozen, though they are actually still moving and taking actions.
The caster is free to act for 1d4+1 rounds of apparent time. Normal
and magical fire, cold, gas, and the like can still harm the caster.
While the Time Stop is in effect, other creatures are invulnerable to the
caster’s attacks and spells, who cannot target such creatures with any
attack or spell. A spell that affects an area and has a duration longer
than the remaining duration of the Time Stop has its normal effects on
other creatures once the Time Stop ends. Most spellcasters use the
additional time to improve their defenses, summon allies, or flee from
combat.
This spell functions like Polymorph Self, except that it enables the caster
to assume the form of any single, non-unique, creature of any type or The caster cannot move or harm items held, carried, or worn by a
size. The assumed form cannot have more Hit Dice than the caster’s creature stuck in normal time, but can affect any item that is not in
level (to a maximum of 20 Hit Dice). Unlike Polymorph Self, this spell another creature’s possession.
allows incorporeal or gaseous forms to be assumed. The caster is undetectable while Time Stop lasts. The caster cannot
The caster gains all the special attacks, defenses, and spell-like powers enter an area protected by an Anti-Magic Shell while under the effect
of the assumed form, but loses his or her own special attacks, defenses, of Time Stop.
and spell-like powers.

CHAPTER 3: SPELLS 62
Wish Revive the Dead: A Wish can bring a dead creature back to life by
Components: V duplicating a Raise Dead Fully spell. A Wish can revive a dead
Casting Time: 1 action creature whose body has been destroyed, but the task takes two
Range: See text Wishes, one to recreate the body and another to infuse the body with
Target, Effect, or Area of Effect: See text life again.
Duration: See text
Transport Travelers: A Wish can lift one creature per caster level from
Saving Throw: See text
anywhere on any plane and place those creatures anywhere else on
Wish is the mightiest spell a magic-user can cast. By simply speaking
any plane regardless of local conditions. An unwilling target gets an
aloud, The caster can alter reality to better suit his or her wishes. Even
Intelligence Saving Throw to negate the effect.
Wish, however, has its limits. A Wish can produce any one of the
following effects. Undo Misfortune: A Wish can undo a single recent event. The Wish
forces a reroll of any roll made within the last round (including the
Duplicate any magic-user spell of 8th level or lower.
caster’s last turn). The reroll, however, may be as bad as or worse than
Duplicate a cleric of 7th level or lower. the original roll. An unwilling target gets an Intelligence save to negate
Undo the harmful effects of many other spells, such as Geas or Insanity. the effect. Reality reshapes itself to accommodate the new result.

Grant a creature a +1 bonus to an ability score. Note: Bonuses granted Example: A Wish could undo an opponent’s successful Saving Throw,
through Wish spells may not exceed +3 for a single ability score, nor a foe’s successful hit, a friend’s failed save, and so on.
can ability scores be raised beyond 18 through the use of Wish spells The caster may try to use a Wish to produce greater effects than these
(or any other mortal means). but doing so is dangerous. The Wish may pervert the caster’s intent
Remove injuries and afflictions: A single Wish can aid one creature per into a literal but undesirable fulfillment or only a partial fulfillment.
caster level, and all subjects are cured of the same kind of affliction. Duplicated spells allow Saving Throws as normal.
Example: The caster could heal all the damage the caster and his or
her allies have taken or remove all poison effects from everyone in the
party, but not do both with the same Wish.

CHAPTER 3: SPELLS 63
CHAPTER 4: THE ADVENTURE 3. Equipping and outfitting the party: Buying the equipment the party
will need for the exploration of the objective.
4. Establishing a marching order: Setting the party up to face combat
Beginning the Adventure and surprise situations.
When the players have rolled up their characters and bought their Below is an example of how a party organizes itself for an adventure:
equipment, the DM will describe the background of the adventure.
Example: Ulo Ironbeard (a dwarf), Kras Tree-Tall (a fighter), Theodorus
This might include information about the place the characters start the Wise (a magic-user), Nimble Deantha (a thief), and Rothgar the
from, the names of any NPC companions or retainers they will have, Mighty (a fighter) decide to go on a journey to the city of Specularum.
and some rumors about the dungeon or wilderness locale that the They meet at a tavern to prepare.
party is going to explore.
There is no road that goes directly to Specularum, and none of the
BASES OF OPERATION: When preparing for their journeys into dank party has been there before. Theodorus tries to question some
dungeons or the uncharted wilderness, the players will start from a merchants but finds their directions vague. Rothgar looks for a map
base, such as a keep, town, village, stronghold, or manor. showing the route, but without success. In the end, the party decides
Bases provide a place where a party can buy or otherwise obtain to hire a guide and two retainers. (As it turns out, the DM will allow only
equipment, hire mercenaries or call upon retainers, sell or store treasure, one retainer and the guide to be hired.)
examine maps and magical items, and seek out clerical healing that The guide tells them the journey will take about three weeks and
may be available for a suitable “contribution” or service. Theodorus the Wise is given the task of making a list of needed
Rumors that can lead to adventure can be overheard in inns or taverns equipment. In addition to the equipment they already have, Theodorus
or gathered from mercenaries, town guards, locals, guilds members, writes down the following:
itinerant priests, or even traveling merchants. 8 horses (4 for the party, 2 for the retainer and guide, and 2 extras).
When establishing a base of operations, the DM should say a few words 2 mules (one for Ulo Ironbeard, who refuses to ride a horse, and one to
about the general area. This will include a brief description of the carry supplies).
settlement or stronghold, notable NPCs living in the area, a description
7 saddles and bridles.
of the local churches for the clerics, and some rumors about local
points of interest. 2 lances (for Kras and Rothgar).
1 pack saddle (for the pack mule).
Party Size and Composition 12 flasks of oil.
It is not wise to adventure alone, for the monsters that may be Rope (200’).
encountered are numerous. It is much safer to go adventuring with a Spell books (belonging to Theodorus).
group of people who can help and protect each other.
Blankets
ORGANIZING A PARTY: The best size for an adventure party is 6-8 21 weeks of iron rations (3 for each person).
characters, enough to handle the challenges which will be faced, but 21 waterskins (3 for each person).
not so many as to become disorganized or to ruin chances to surprise
the monsters. It is smart for an adventure party to contain a variety of The party knows supplies may not be found in the wild, so they have
character classes to gain the benefits of different class abilities. Fighters bought extras of some items (such as oil flasks). They agree to split up
are best for fighting, while clerics are able to fight, but also have several and buy their individual supplies, meeting at the tavern when all is
spells to help cure wounds and aid in fighting. Magic-users are good purchased.
thinkers and problem solvers and have powerful spells; thieves are Having bought their equipment, the group rides through the city gate.
useful for opening locked doors and scouting ahead. Elves, dwarves As in a dungeon, the party arranges themselves in a marching order:
and halflings all have special powers which can prove helpful to have Rothgar the Mighty ahead of the rest; Ulo Ironbeard, the retainer,
along as well. Theodorus the Wise, and the guide in the second rank; and Nimble
Most DMs allow a player only one character at a time. Sometimes a Deantha and Kras Tree-Tall in the rear.
person may play more than one character at a time, such as when only Further, they agree to let Rothgar do the talking when strangers are
a few persons are playing. The players (and the DM) should try to keep encountered, as he has the highest Charisma in the party. So
any characters played by one person from becoming too close organized, they leave the city on their way to Specularum.
(passing magical treasures between themselves, borrowing money
from each other, and so forth). There is no reason for characters run by Marching Order: Before entering a dungeon, the players should
the same player to be any more friendly with each other than with arrange their characters in a “marching order”. A “marching order” is
characters run by different players. The DM may allow a player the order of position in which the characters in a party explore a
character to hire companions (see Retainers, page 75) to add to the dungeon; who’s scouting in front, searching in the middle, and
size of a party. guarding the rear. Different marching orders may be used when
opening doors, searching rooms, fighting combat, and so forth.
The Caller: One player should be chosen to tell the DM about the plans
The most common marching order is to explore in a column of two-by-
and actions of the party. This player is the caller. The players may tell
two though this may vary in corridors of different widths. Characters
the DM what their characters are doing, but the game runs more
who can wear full armor might be placed to guard the front and back
smoothly when the caller relays the information.
of the party, while magic-users and thieves might be placed in the
The caller should be sure to check with each member of the party middle of the party, ready to use their skills when needed.
before announcing any actions (such as “We’ll turn right” or “The thief
When exploring the wilderness, characters should establish a marching
will check for traps”). The caller is usually a character with a high
order for overland travel, that may be different from that used in
Charisma score, and should be near the front of the party, where the
dungeons, and organize guard watches for the night.
character would be able to see what the DM describes.
Figures: If miniature figures are used to represent the characters, the
Planning: Players must make more choices before play begins. They
players should choose figures which look like their characters, and
must decide where to go and what supplies they will need.
should make sure that the DM knows which miniatures represent which
Before journeying into the unknown, the party should organize itself and characters. The miniature figures should be lined up in the same order
plan the journey along the following lines: as the marching order. When special situations occur, the players
1. Deciding where to go: Choosing the goal of the adventure. should change the position of their figures as they desire. File cards with
names on them, pawns, and other markers may be used instead of
2. Deciding what supplies are needed: Preparing the party for the miniatures, or the marching order may simply be written on a piece of
journey to the objective. paper.

CHAPTER 4: THE ADVENTURE 64


Campaign Map: The DM should prepare a map of the campaign area
ahead of time, noting general features such as the type of terrain,
Time
villages, rivers, etc. Time in D&D adventures is usually given in 10-second rounds during
It has been found that paper with a hexagonal or square grid is most combat or 10-minute turns during exploration. For long-distance
useful for making maps. Hexagonal-grid maps are the best because movement, time is measured in days, usually subdivided into daylight
there are six spaces to go to that are an equal distance from the space (movement) and night (rest) periods. Thus, while actual time playing is
started from; with a square grid there are only four (diagonals distort the about the same for a dungeon adventure, the game time spent is
distance). Thus, whenever the rules use “hexagon” in connection with much greater in the case of outdoor adventures.
maps, it simply means “a space on the map”. The scale on these maps Each hour is divided into 60 minutes or 6 turns. Each minute is divided
is often 6 miles per hexagon. into 6 rounds (each round is 10 seconds long). Thus, 1 minute equals 6
Players will want to keep a permanent map of the areas they pass rounds, 10 minutes equals 60 rounds, and an hour equals 360 rounds.
through. Usually, players can map only the hexagon they are actually Converting Units of Time
in, but this may vary with terrain (one can see farther on top of a Rounds Minutes Turns Hours
mountain than in a valley). Round 1 1/6 1/60 1/360
Moving through a wilderness hexagon will give the players only a Minute 6 1 10 1/60
general idea of terrain features, as well as obvious signs of civilization Turn 60 10 1 1/6
such as roads, cities, castles, farms, and the like. Players will not gain Hour 360 60 6 1
any specific knowledge of the inhabitants unless they spend extra time
there. Movement
A character may move up to their Movement Rate each combat
round in combat, assuming that he or she is not running and actively
defending him or herself. As such, a character with a 30’ Movement
Rate may move up to 30’ each round while one with a 25’ Movement
Rate may move up to 25’ per round. Remember that a party may only
move as fast as its slowest member. See Encumbrance on page 67 to
determine characters’ Movement Rates. For the purposes of combat
and dungeoneering, each 1” map square equates to 5 feet of
distance. See Combat Movement on page 80 for more details.

OTHER MODES OF MOVEMENT: Characters and NPCs swim, climb, and


sneak about at ½ of their usual Movement Rate, rounding down to the
nearest 5’ increment. This also applies when characters are balancing
on narrow or slippery surfaces, squeezing through tight spaces,
traversing rough terrain, or cautiously moving past enemy combatants.
Generally, a character can long-jump a distance equal to their
Movement Rate divided by 4, by making a Strength check. This
distance is halved for high jumps.

EXPLORATION MOVEMENT: During exploration of dungeons and


treacherous tracts of wilderness, each minute of normal movement
allows a character 15’ of movement per 5’ of their Movement Rate.
Thus, a character with a 30’ Movement Rate would move 90’ per
minute while a character with a 25’ Movement Rate would move 75’
per minute. While this seems slow, it assumes that players are actively
Dungeon Mapping: One player should draw a map of the dungeon as mapping carefully, searching, and trying to be quiet. It also takes into
it is explored. This player is called the mapper. Normal movement account the generally “dark and dingy” conditions of dungeons and
includes the time spent exploring, measuring, and mapping the overgrown and trackless paths encountered during wilderness
dungeon. exploration.
Maps are drawn to help players visualize the area their characters are The DM may wish to allow characters to move at twice this
exploring and to provide a record of sections of a dungeon they have “exploration” Movement Rate when traveling through areas that they
already explored. A good mapper should listen closely to the DM in are familiar with.
order to draw a good representation of the dungeon.
OVERLAND MOVEMENT: Due to the fact that long-distance travel is
It is most important to record proper directions, shape, and quicker than the pace demanded by careful exploration, it is assumed
approximate size, rather than spending a lot of time determining exact that a character with a 30’ Movement Rate travels around 3 miles per
measurements and filling in minute details. It is also a good idea to hour. To calculate a creature’s hourly rate of travel, simple divide their
make brief notes about where traps, monsters, and unusual features Movement Rate by 10 (every 10’ of MR = 1 mile per hour).
are encountered. A map should be simple and easy to read.
In a day of normal walking, a character walks for 8 hours. The rest of
Dungeon Doors: Doors in a dungeon are usually closed and are often daylight time is spent making and breaking camp, resting, and eating.
stuck or locked. A lock must usually be picked by a thief. An unlocked,
Exploration Movement
stuck door must be forced open to pass through it. To force open a
stuck door, a DC 10 Strength check is required. Movement Distance traveled per:
Rate Round Minute Turn Hour Day
Once a door is opened, it will usually swing shut when released unless it
5’ 5’ 15’ 150’ ½ mile 4 miles
is spiked or wedged open. Doors will usually open automatically for
10’ 10’ 30’ 300’ 1 mile 8 miles
monsters, unless the door is held, spiked, or closed with magical spells.
15’ 15’ 45’ 450’ 1 ½ miles 12 miles
Secret Doors: A secret door is any door that is hidden or concealed. A 20’ 20’ 60’ 600’ 2 miles 16 miles
secret door usually does not look like a door; it may be a sliding panel 25’ 25’ 75’ 750’ 2 ½ miles 20 miles
or hidden under a rug. A DC 14 or higher Intelligence check is required 30’ 30’ 90’ 900’ 3 miles 24 miles
to find a secret door. The DM should only check for finding a secret door 35’ 35’ 105’ 1,050’ 3 ½ miles 28 miles
if a player says that the character is searching for one and searching 40’ 40’ 120’ 1,200’ 4 miles 32 miles
for one in the correct area. The search takes one minute. Each 45’ 45’ 135’ 1,350’ 4 ½ miles 36 miles
character has only one chance to find each secret door. 50’ 50’ 150’ 1,500’ 5 miles 40 miles
55’ 55’ 175’ 1,650’ 5 ½ miles 44 miles
60’ 60’ 180’ 1,800’ 6 miles 48 miles

CHAPTER 4: THE ADVENTURE 65


Terrain: The type of terrain the party is moving through affects the hopelessly off course until a familiar shore is sighted. Only the bravest
distance a party may travel. Although it makes no difference to the and most hardy adventurers dare challenge the sea!
combat round or the 10-minute turn, the terrain may decrease the Movement on rivers and lakes is handled in a similar manner to sea
number of miles a character may move in a day. The table below gives travel (including encounters and combat). The DM can add any
the change in movement for different types of terrain. restrictions as to vessel size, slower speed due to winding rivers, etc. as
Terrain Movement Rate the circumstances dictate. Current may increase (or decrease if
Clear, city, road, trail, open grasslands Normal heading upstream) distance travelled by 7-12 (1d6+6) miles per day.
Forest, hills, desert, barrens ¾ Normal Special hazards such as sand bars, rapids, waterfalls, and monsters can
Mountains, jungle, swamp ½ Normal make river and lake travel almost as risky as ocean travel!

A party can move through several types of terrain as long as it has Weather: As stated before, the miles per day given on page 19
enough movement to do so. It is suggested that all movement be represents average sailing conditions. If the voyage is favored by
rounded down to the nearest mile. steady winds and calm waters, the distance travelled might be as
Example: A party with daily Movement Rate of 16 miles starts on a road. much as double what is given there. If the seas are rough, or the vessel
It moves 3 miles on the road (using up 3 miles’ worth of movement), is becalmed, little or no progress might be made in a day. See the
then travels into mountains for 1½ miles (using 3 miles’ worth of optional Water Movement Modification Chart section for more details.
movement, and then moves over 10 miles of grassland before camping In general, galleys stay near the coast, as they are not considered safe
for the nights (having used up a total of 16 miles’ worth of Movement on the high seas. Likewise, river boats, rafts, and sailing boats will almost
that day). surely be destroyed if they venture too far onto great bodies of water;
all rules for galleys apply to them as well.
Obstacles to Movement: Travelling in the wilderness, whether by land,
water, or air, is not always easy as there are often features or events If the optional Water Movement Modification Chart is not used, the
that will present delays or obstructions. These may include unfordable following simple rules should apply. When sailing on seas or oceans,
rivers, massive cliffs, snowbound passes, rapids, sandbars, waterfalls, there is a chance that the weather will be unsuitable for travel. Two six-
dense forests, or vile and treacherous moors or swamps. sided dice are rolled at the beginning of the day with a roll of 2
indicating no wind and a roll of 12 meaning gales or fierce storms.
Aerial travel may be affected by thunderclouds, strong winds, fog, or Sailing ships (not vessels with rowers) may not move if becalmed and
mountains too high to fly over. Occasional use or placement of these must spend the entire day in the same hex or square.
obstacles will add interest and challenge to wilderness travel.
Rowed ships are never stopped for lack of wind; they are unaffected
TRAVELLING IN THE WILDERNESS: Strangely enough, travelling in the by calm weather. If a gale or storm is indicated, sailed ships may
wilderness can actually be more dangerous for a low-level party than attempt to run before it. This will result in the ship moving at 3 times its
venturing Into the first levels of a dungeon. Horrible monsters abound, normal Movement Rate in a random direction. If no coastline is
and most humans (and humanoids) travel through uncivilized lands in reached during this movement, the ship has successfully run before the
large parties or armed caravans. The following section details the two storm and is safe. If, however, the ship should reach a coastline or other
major perils of wilderness travel: becoming lost, and foraging for food. shore before reaching the end of its movement, there is a 75% chance
See Natural Hazards and Traps on page 68 for more details on the perils that the ship will be broken up in trying to beach, otherwise it will have
of wilderness journeys. found shelter. Galleys may not run before a storm. They have only a 20%
chance of being able to weather any gale, with failure resulting in the
Becoming Lost: When travelling, a party can become lost. A party ship being swamped. However, if the galley is in sight of the coastline,
following a road, trail, or river, or led by a reliable guide, will not become there is a chance that it will be able to beach before the storm hits. If
lost. Otherwise, the party makes a group Wisdom (Perception) check the coastline is clear terrain, the galley will automatically find a beach.
each day. The DC of this check is based on the current terrain that is For any other type of terrain, roll a six-sided die with a result of 1-2
being traversed. If the check fails, the party is lost. Treat other terrain indicating that a safe beach or cove has been found.
types as if similar to those below.
It is assumed that all characters know how to swim, unless some
Terrain DC circumstance might prevent this knowledge from being acquired.
Grasslands, open ground 10 Swimming movement is equal to one-half the distance that character
Forest, hills, barrens 14 may normally travel. Note that encumbered characters, especially
Desert, mountains, jungle, swamp 16 those wearing heavy armor, have great difficulty in staying afloat (see
If a party is lost, the DM may choose the direction the party moves in or Encumbrance on page 67).
use a random die roll. The DM must keep track of the party’s actual Water Movement Modification Chart (Optional)
position, as well as the direction the party believes it is moving. Roll 2d6 at the start of each day and find the result.
Example: A party in the woods has become lost. The caller of the party 2d6 Roll Effect
instructs the DM that the party wishes to travel north; however, the DM 2 Becalmed. No movement except by oar. Oared
has secretly determined that the party will head northeast. If, after movement reduced to 1/3 normal amount to take into
travelling in this direction for 6 miles, the group decides to turn account rower fatigue.
northwest, they will actually turn north. 3 Extreme light breezes before normal winds. All movement
reduced to 1/3 normal rate.
Foraging: Characters travelling in the wilderness may attempt to search
4 Light breeze before normal winds. All movement reduced
or hunt for food, either to extend their normal supplies or prevent
to ½ normal rate.
starvation. Searching for food may be done while traveling. A DC 16
5 Moderate breeze before normal winds. All movement
Wisdom check is required for the party to find enough to feed 1d4+2
reduced to 2/3 normal.
people for one day.
6-8 Normal winds. Normal movement.
This food will consist of nuts, berries, and possibly small game. To hunt, 9 Strong breeze. Normal movement plus 1/3 extra movement.
characters must spend a day without moving. While hunting there are 10 High winds. Normal movement plus ½ extra movement.
the usual chances for Wilderness Encounters. Characters who spend a 11 Extreme high winds. Double normal movement*.
day foraging are not resting. 12 Gale. Eighty percent chance of a galley sinking. Triple
See Food and Water on page 69 for more details on the required normal movement in random direction**.
nourishment for player characters, their mounts, and their retainers. *20% chance of galley shipping water, 10% chance for all other ships.
WATERBORNE TRAVELS: The sea is an awesome place, the home of Any ship which ships water will have its speed reduced by 1/3 until it
terrible monsters, the source of unpredictable currents and strange can dock and make repairs.
mists, and the scene of terrible storms that can smash the strongest ship ** Roll 1d6: 1=current direction, 2=60 degrees starboard (to the right),
to splinters. Perhaps the deadliest of the sea’s hazards, however, is the 3=120 degrees starboard, etc. Use rules already given concerning
lack of landmarks. Once out of sight of land, there is little to steer by. A running before the gale.
small mistake in navigation or a sudden storm can drive a ship

CHAPTER 4: THE ADVENTURE 66


Becoming Lost at Sea: Land can be seen at a distance of 24 miles on a REST: Characters must rest one full day for every six days they spend
clear day. The DM can reduce this for local conditions: night, fog, haze, traveling. Parties who do not rest will have a -1 penalty on attack and
storms, etc. Ships out of sight of land are lost unless a navigator is damage rolls during encounters.
aboard and makes a DC 14 Wisdom check.
Forced Marches: A character may increase the number of miles
Encounter Distances: Approaching ships (encountered pirates, for traveled in a day by using a forced march. Characters using this option
example) can be seen and identified at 1,000 feet on a clear day. See may move one and a half times their normal day’s movement rate. A
Encounter Distance on page 77 for more information. forced march requires that the characters rest for one full day
Surprise: Monsters surprise ships as normal. Ships never receive surprise immediately after the forced march.
unless a special condition, such as fog, exists. Example: A character who moves 24 miles a day normally would be
Evasion: Whenever an encounter at sea is indicated, the target can able to force march 36 miles.
make one attempt to evade the pursuer (whether it’s a ship or a
monster). The chance to evade is based on the difference in speed
between the opposing vessels (or vessel and creature). Each pursued
ship has a separate roll to evade.
Difference in Speed (Per Round) Chance of Evasion
Pursued vessel is faster than pursuer 80%
Pursued vessel is 0’-30’/round slower 50%
Pursued vessel is 31’-60’/round slower 40%
Pursued vessel is 61’-90’/round slower 30%
Pursued vessel is 91’-120’/round slower 20%
Pursued vessel is 121’+/round slower 10%
If evasion is successfully rolled, the attacker has lost sight of the pursued
vessel and cannot attempt to attack it again until the following day (if
it happens to be encountered again).
If the evasion attempt is not successful, the pursuing ship starts at the
distance it is spotted at (1,000 feet on a clear day) and begins to close Encumbrance
the distance. A character’s Strength score determines the amount of weight that
If the pursuing vessel is in the 0’-30’ speed difference range (or is slower character can bear. The following terms define what a character or
than the pursued ship), the pursuer will close at 30’ (10 yards)/round. If creature can lift or carry.
the speed difference is greater than 30’/round, the pursuer will close at
CARRYING CAPACITY: A character’s maximum carrying capacity
that rate.
equals the character’s Strength score multiplied by 15. This is the most
weight (in pounds) that the character can carry.

Moderate Encumbrance: If a character carries weight in excess of 5


times that character’s Strength score, that character is moderately
encumbered, which means the character’s Movement Rate drops by
10’ for Medium-sized characters (clerics, elves, fighters, magic-users,
and thieves) or 5’ for Small-sized characters (dwarves and halflings). In
addition, the character takes a -2 penalty to all Dexterity ability checks,
including Saving Throws, and a -4 penalty to all checks made to swim.

Heavy Encumbrance: If a character carries weight in excess of 10 times


that character’s Strength score, up to the character’s maximum
carrying capacity, that character is heavily encumbered. When
heavily encumbered the character’s Movement Rate drops by 20’ for
Medium-sized characters (clerics, elves, fighters, magic-users, and
thieves) or 10’ for Small-sized characters (dwarves and halflings). In
addition, the character takes a -4 penalty to all Dexterity ability checks,
Travelling by Air: Characters including Saving Throws, and a -8 penalty to all checks made to swim.
may gain the ability to fly by
means of magic carpets, Adjusted Movement Rate for Encumbered Characters
rings, spells, broomsticks, and Unencumbered Moderately Heavily
other items of a similar nature Race Movement Rate Encumbered Encumbered
during the campaign. Dwarf 30’ 25’ 20’
Some may even be fortunate Elf 40’ 30’ 20’
enough to own a flying steed. Since Halfling 30’ 25’ 20’
traveling by air is easier and can take Human 40’ 30’ 20’
one farther and faster, the distance
one can travel in a day is not
impeded by terrain. It is limited by the
Light
endurance of the creature. While some characters have Darkvision (the ability to see normally in
areas of natural darkness) due to race or through magical means, most
Example: A flying creature that moves 120’per round could fly 96 miles
characters can only see in darkness by aid of a light source. The
in one day.
following table gives the properties of typical light sources:
The DM or players may desire to have characters ride flying creatures
Light Source Radius of Bright Light Burning Time
or have creatures pick the characters up. The following table gives
Torch 30-foot sphere 1 hour
guidelines for the size of creature that can be carried by an aerial
Lantern 30-foot sphere 6 hours*
monster:
Magic Weapon 15-foot sphere Infinite
Hit Dice Carrying Capacity
* Per pint of oil
3 Small-sized creatures (e.g., a halfling) *
6 Medium-sized creatures (e.g., a human) The presence or absence of light in an environment creates three
12 Large-sized creatures (e.g., an ogre) categories of illumination: Bright light, dim light, and darkness. Light
24 Huge creatures (e.g., an elephant) sources provide bright light within the listed radius. They offer dim light
*Pegasi and hippogriffs may carry a Medium-sized rider. (see below) at up to double the brightly lit area’s radius.

CHAPTER 4: THE ADVENTURE 67


Example: A torch offers bright light up to 30’ away from the torchbearer For temperatures well below 0 degrees or above 100 degrees the rate
and dim light for 30’ beyond that. of damage should be increased to 1 point for every turn, minute, or
round spent in those conditions (at the DM’s discretion).
Characters with Darkvision (dwarves, elves, and halflings) lose that
ability while in a brightly lit area. Darkvision is black and white only but Falling: A fall from a great height is one of the most common hazards
otherwise like normal sight. Darkvision does not grant the ability to see facing an adventurer. At the end of a fall, a creature takes 1d6
in magical darkness but negates the penalties for naturally dim or dark damage for every 10 feet it fell, to a maximum of 20d6.
areas. When falling from a great height, a creature instantly descends up to
Bright Light: Bright light lets most creatures see normally. Even gloomy 1,500 feet per round. This process continues until the fall ends.
days provide bright light, as do torches, lanterns, fires, and other sources
of illumination within a specific radius.

Dim Light: Dim light, also called deep shadow, creates a lightly
obscured area. An area of dim light is usually a boundary between a
source of bright light, such as a torch, and surrounding darkness.
Characters face dim light outdoors on most moonlit nights or indoors
when glowing embers in a fireplace or moonlight through a window
provide some light to see by.
Intelligence and Wisdom ability checks (Perception Checks) made to
search a dimly lit area suffer a -2 penalty. Such areas offer
concealment to those in the area (see Cover and Concealment on
page 82 for more details).
Darkness: Darkness, also called complete darkness or pitch-black,
creates a totally obscured area. Characters face darkness outdoors on
a moonless night, within the confines of an unlit dungeon or a
subterranean vault, or in an area of magical darkness. Such areas offer
total concealment to those in the area (see Cover and Concealment
on page 82 for more details).
Characters who cannot see due to darkness or magical effects are Fire Damage: Fire or extremely hot liquids, other than burning oil (which
considered blinded and have their Movement Rate reduced to ½ is described on page 81), magical fires (which are described in various
normal, rounded to the nearest 5’ increment. spell and item descriptions), or the fiery attacks of creatures, causes
Intelligence and Wisdom ability checks (Perception Checks) made to damage dependent upon the size and intensity of the blaze.
search an area of darkness suffer a -4 penalty. Attackers who can see A torch’s flame, for example, should deal no more than 1d3 points of
blinded targets gain a +2 bonus to attack rolls made to hit them. See fire damage, a raging fire should deal 1d6 points of fire damage each
Blinded Combatants on page 82 for more details. round, and a hellish blaze that has totally engulfed a character should
deal 4d6 points of fire damage per round. Immersion in boiling water
Natural Hazards and Traps should deal 8d6 damage per round (being doused with boiling water
deals 1d6 damage) while immersion in molten lava should deal 20d6
By its nature, adventuring involves delving into places that are dark, fire damage per round.
dangerous, and full of mysteries to be explored. The rules in this section
cover some of the most important ways in which adventurers interact Heavy Precipitation or Fog: Everything within an area of fog, heavy rain,
with the environment in such places. or heavy snowfall is obscured, and creatures in the area suffer a -2
penalty to Intelligence and Wisdom ability checks (Perception Checks)
This section describes a few examples of hazards that adventurers
that rely on sight. Heavy rain also extinguishes open flames.
might encounter in their adventures. Some natural hazards, such as
slippery ice, require no ability check to spot. Other natural hazards can High Altitude: Traveling at altitudes of 10,000 feet or higher above sea
be identified with a successful Intelligence ability check. Traps may be level is taxing for a creature that needs to breathe, because of the
found by thieves, though use of the Find Traps ability, or with the Find reduced amount of oxygen in the air. Each hour such a creature
Traps spell. spends traveling at high altitude counts as 2 hours for the purpose of
determining how long that creature can travel.
Avalanches and Landslides: The combination of high peaks and heavy
snowfalls means that avalanches are a deadly peril in many Breathing creatures can become acclimated to a high altitude by
mountainous areas. While avalanches of snow and ice are common, spending 30 days or more at this elevation. Breathing creatures can’t
it’s also possible to have an avalanche of rock and soil. become acclimated to elevations above 20,000 feet unless they are
native to such environments.
Characters can avoid an avalanche or landslide by making a DC 14
Wisdom (Perception) ability check to hear its approach or notice that Ice: When a creature moves onto ice for the first time on a turn, it must
something is amiss (e.g., creatures are fleeing the area). succeed on a DC 10 Dexterity ability check or fall prone.
Characters caught in an avalanche take 4d6 points of damage, or half Thin ice has a weight tolerance of 3d10x10 pounds per 10’ square area.
that amount if they make a DC 14 Dexterity Saving Throw. They are Whenever the total weight on an area of thin ice exceeds its tolerance,
buried unless they succeed at the Saving Throw. Buried characters are the ice in that area breaks. All creatures on broken ice fall through, into
at risk of suffocating (see below) and take 1d3 points of damage for the frigid water below (see Extreme Cold and Heat above).
each hour that they are buried.
Quicksand: A quicksand pit covers the ground in roughly a 10’ square
Cave-Ins: Cave-ins deal 4d6 points of damage to any creature caught area and is usually 10 feet deep. When a creature enters the area, it
within the area of collapse, and bury any creatures in that area sinks 1d4 feet into the quicksand. At the start of each of the creature’s
beneath rubble. Those who make a DC14 Dexterity save take half turns, it sinks another 1d4 feet.
damage and are not buried. Buried characters are at risk of
suffocating (see below) and take 1d3 points of damage for each hour As long as the creature isn’t completely submerged in quicksand, it can
that they are buried. escape by using its action and succeeding on a DC 14 Strength ability
check. A creature that is completely submerged in quicksand can’t
Extreme Cold and Heat: Exposure to extreme cold (below 0 degrees breathe (see the suffocation rules below).
Fahrenheit) or heat (above 100 degrees Fahrenheit) deals 1 point of A creature can pull another creature within its reach out of a quicksand
damage to those without resistance or immunity to those conditions pit by using its action and succeeding on an DC 10 Strength ability
each hour. This damage cannot be naturally recovered until the check.
character gets out of the cold or heat.

CHAPTER 4: THE ADVENTURE 68


Sandstorms: In the desert, high winds will create a sandstorm that Those in the web but unentangled, either by making the initial Dexterity
reduces movement by half and cuts vision to 20’. Creatures in the Saving Throw or a later Strength ability check, may move through the
sandstorm have concealment (+1 to Armor Class). Creatures beyond web at a rate of 5’ per round.
the range of vision have total concealment (+4 to Armor Class). Attacking a creature in a web won’t cause the attacker to become
Suffocating and Drowning: A creature can hold its breath for 1 round entangled unless it enters the web. Spiders never get caught in a web.
per point of Constitution. After this period of time, the character must The strands of a Web spell are flammable. Fire sets it alight, burning it
make a DC 14 Constitution Saving Throw in order to continue holding away in 1 round. All creatures within flaming webs take 1d6 points of
his breath. The save must be repeated each round, with the DC fire damage from the flames.
increasing by 2 for each previous success.
When the character fails one of these Constitution Saving Throws, he or Food and Water
she falls unconscious (0 Hit Points), dying 3 rounds later.
The food and water requirements noted below are for characters.
Strong Winds: Powerful wind gusts impose penalties to attack rolls and Horses and other creatures require different quantities of food and
Perception checks, as well as posing danger to those attempting to water per day based on their size. Water needs are doubled if the
move through areas with buffeting winds. weather is hot.
Strong wind gusts automatically extinguish unprotected flames
Creature Size Food per Day Water per Day
(candles, torches, and the like). Such gusts impose a –2 penalty on
Tiny ¼ pound ¼ gallon
missile attack rolls and to Intelligence and Wisdom ability checks made
Small 1 pound 1 gallon
to search or otherwise examine the area (Perception Checks). These
Medium 1 pound 1 gallon
penalties are doubled in hurricane-force winds.
Large 4 pounds 4 gallons
Those within hurricane-force winds may not make missile attacks and Huge 16 pounds 16 gallons
must make a DC 18 Concentration Check to cast spells. Creatures in
the area must succeed at a DC 14 Strength ability check or be knocked Characters who don’t eat or drink suffer a -1 penalty to attack and
back 1d3x5 feet, fall prone, and take 1d3 points of damage. Flying damage rolls, and to all ability checks, for each day they go without
creatures take 1d6 points of damage and are blown back 1d6x10 feet. each. As such, a character who goes without sufficient food and water
Creatures that make their Strength check to remain standing move at for two days suffers a -2 penalty to attack and damage rolls, and to all
½ of their Movement Rate. Flying creatures must immediately land or ability checks. A normal day of eating resets the count of days without
get blown back 1d6 x 10 feet and take 1d6 points of damage on their food to zero.
next turn.
Tornadoes extinguish all flames and make all attack and spellcasting Ability Checks
impossible. Characters within 60’ of the tornado funnel must make a
Almost all non-combat actions that require a d20 roll to determine
DC 18 Strength ability check or be knocked prone and sucked 10’
success or failure are resolved with ability checks. When making an
towards the tornado. Those who come in contact with the actual
ability check, the character must make a d20 roll, plus modifiers, to
funnel cloud are picked up and whirled around for 1d10 rounds, taking
equal or exceed a number that is based on the difficulty of the check
6d6 points of damage per round, before being violently expelled
(called the Difficulty Class or DC). The higher the DC, the more difficult
(falling damage may apply). A tornado uproots trees, destroys
the check.
buildings, and causes major destruction along its path.

Traps: Dungeons often contain traps, such as a trap door in the floor MAKING ABILTY CHECKS: Every ability check has an associated ability
which springs open when a character walks over it or a poisoned arrow score and, whenever one of these checks is made, a d20 is rolled by
trap that is triggered by a tripwire. If any character does something the player. The character’s ability modifier is always added to this roll.
which could trigger a trap, the trap will be sprung. Example: Morgan Ironwolf, is trying to bash open a stuck dungeon
Some traps have a chance of being triggered (e.g., a pit trap has a 2 door. This is a Strength ability check so, when the player rolls a d20,
in 6 chance of opening when someone walks over it). The DM must Morgan’s Strength modifier is added to the roll. Morgan’s Strength
check for each character that potentially triggers such a trap until the score of 16 means that she gets a +2 bonus to all Strength ability checks.
trap is either sprung or safely passed by the party. In addition, at 1st level, all characters get a Class Bonus to ability checks
A character targeted by a trap usually gets a Dexterity Saving Throw to made with two ability scores that are determined by the character’s
avoid its effects. The DC to avoid or minimize the effects of a trap is 10 chosen class:
+ the dungeon level. If set by a specific monster or NPC, the DC is 10 +
Character Class Starting Class Bonuses
the creature’s Experience Bonus (for NPCs) or ½ of the creature’s Hit
Cleric +2 to all Wisdom and Charisma ability checks
Dice (for monsters). Some traps do not allow any Saving Throw.
Dwarf +2 to all Strength and Constitution ability checks
See ability checks in CHAPTER 4: THE ADVENTURE for more details on Elf +2 to all Intelligence and Dexterity ability checks
traps, and on how to find and disable them. Fighter +2 to all Strength and Constitution ability checks
Halfling +2 to all Dexterity and Constitution ability checks
Wandering Monsters: Wandering monsters are monsters which roam
Magic-user +2 to all Intelligence and Wisdom ability checks
through dungeons or wild areas but have not been placed in a set
Thief +2 to all Intelligence and Dexterity ability checks
location by the DM.
Wandering monsters may be selected by the DM to fit the area (for Example: Morgan Ironwolf gets a +2 bonus to all Strength ability checks
example, a guard of skeletons might patrol a tomb). The DM may due to her high (16) Strength. Because she is a fighter, she also gets a
choose wandering monsters at random by using the Wandering +2 Class Bonus to all Strength and Constitution.
Monsters Tables in CHAPTER 8: DUNGEON MASTER INFORMATION.
As such, the total bonus to her d20 roll to bash open the stuck door is
Webs: Giant spiders weave thick, sticky webs across passages and at +4.
the bottom of pits to snare prey. A creature entering a webbed area
for the first time on a turn or starting its turn there must succeed on a EXPERIENCE BONUS: As characters advance in level, their experience
Dexterity Saving Throw (the difficulty is of this check is based on the size and expertise allow them to better meet the challenges that they face
of the giant spider) or be caught in the webs. on their adventures. This is reflected with an Experience Bonus
(abbreviated as exp. bonus on the character sheet) that increases as
Creatures who fail their save are entangled, cannot move or attack, the characters rise in level.
lose any Dexterity bonus they might have to Armor Class, and may not
employ a shield to defend themselves. Entangled creatures may try to This Experience Bonus is applied to all ability checks and saves,
break free of the web on their turn. including those that the character already has a Class Bonus with due
to their chosen character class.
Each round, entangled creatures can make a Strength ability check to
disentangle itself from the web. The difficulty is of this check is based The following chart shows the level-based Experience Bonuses for all
on the size of the giant spider. Those who fail this check are still characters at levels 1-20:
entangled.

CHAPTER 4: THE ADVENTURE 69


Character Level Experience Bonus If the character’s d20 roll, plus ability modifier (the bonus or penalty
1 ±0 to all ability checks based how high or low the ability score is), Ability Check Modifier, and
2 ±1 to all ability checks Experience Modifier is equal to or greater than the Difficulty Class (DC)
3 ±1 to all ability checks then the ability check is successful. Otherwise, the check is failed. Note
4 +2 to all ability checks that rolling a “natural 20” (a 20 is rolled on your d20) always indicates
5 +2 to all ability checks success on ability checks and attack rolls while rolling a “natural 1” (a 1
6 +3 to all ability checks is rolled on your d20) always indicates failure.
7 +3 to all ability checks
8 +4 to all ability checks HELPING OTHERS: Sometimes two or more characters team up to
9 +4 to all ability checks attempt a task. The character who is leading the effort - or the one with
10 +5 to all ability checks the highest ability modifier - can make an ability check with a +2 bonus,
11 +5 to all ability checks reflecting the help provided by the other characters.
12 +6 to all ability checks A character can only provide help if the task is one that he could
13 +6 to all ability checks attempt alone. Moreover, a character can help only when two or more
14 +7 to all ability checks individuals working together would be productive. Some tasks. such as
15 +7 to all ability checks threading a needle, are no easier with help.
16 +8 to all ability checks
Example: Morgan Ironwolf, a fighter, cannot help Cat Fletcher, a thief,
17 +8 to all ability checks
to pick a lock or remove a trap.
18 +9 to all ability checks
19 +9 to all ability checks GROUP ABILITY CHECKS: When trying to accomplish something as a
20 +10 to all ability checks group, the DM might ask for a group ability check. In such a situation,
Example: Morgan Ironwolf, a 1st level character, has a +2 Class Bonus the characters who are skilled at a particular task help cover those who
to all Strength and Constitution ability checks because she is a fighter. are not. To make a group ability check, everyone in the group makes
Looking at the table above, we see that, at 6th level, Morgan’s the ability check. If at least half the group succeeds, the whole group
Experience Bonus is +3 for all ability scores. That means that, at 6th level, succeeds. Otherwise, the group fails.
she has a +3 bonus all ability checks, except for Strength and Surprise checks (see page 79) and initiative checks (see page 80) are
Constitution. For Strength and Constitution ability checks, her total the most commonly used group ability checks.
bonus is +5 (+2 for being a fighter and another +3 for being 6th level).
She also adds her Strength modifier (+2 due to her 16 STR) to Strength Example: The adventurers are navigating a swamp and the DM calls
ability checks, for a total bonus of +7 to such checks. for a group Wisdom (Perception) check to see if the characters can
avoid the quicksand, sinkholes, and other natural hazards of the
THE DIFFICULTY CLASS (DC): The Dungeon Master assigns a difficulty environment. If at least half the group succeeds, the successful
rating, known as the Difficulty Class or DC, for the ability check. The DC characters can guide their companions out of danger. Otherwise, the
represents the level of difficulty of the action attempted or the reaction group stumbles into one of these hazards.
made. The Dungeon Master determines the challenge’s difficulty and
assigning a Difficulty Class (DC).
The simplest way to determine the DC is by referencing the level of the
Strength Checks
NPC (or Hit Dice of the monster) that the character making the check A Strength check can model any attempt to lift, push, pull, or break
is acting against or reacting to. In such cases, the DC is equal to 10 plus something, or to otherwise apply brute force to a situation. The DM
the Experience Bonus of the NPC or 10 plus ½ of the Hit Dice of the might also call for a Strength check when your character tries to
monster. accomplish tasks like the following:
A spell’s DC is equal to 10 plus the NPC’s Experience Bonus or 10 plus ½ • Force open a stuck, locked, or barred door.
of the Hit Dice of the monster, for spells cast by a creature. The DC to
• Bend the iron bars of a portcullis or cage, or lift a closed gate.
avoid or minimize the effects of a trap is 10 + the dungeon level. If set
by a specific monster or NPC, the DC is 10 + the creature’s Experience • Break free of bonds.
Bonus (for NPCs) or ½ of the creature’s Hit Dice (for monsters). • Push through a tunnel that is too small.
There are more arbitrary situations that require the DM to create a DC. • Hang on to a wagon while being dragged behind it.
If a character is attempting a task such as making an extraordinary
• Tip over a statue or keep a boulder from rolling.
jump or swinging on a rope to grab an object, the Dungeon Master
needs to assign a difficulty to the task. A good way to assign such a DC • Swim or stay afloat in treacherous currents or storm-tossed waves.
is to think of the task’s difficulty as if it were a monster, and then assign Characters swim at ½ of their usual Movement Rate.
a DC equal to 10 plus the ½ of the Hit Dice of the monster imagined. In • Jump an unusually long distance. Generally, a character can
this way, DCs can be assigned to tasks such as swimming a river, kicking long-jump a distance equal to their Movement Rate divided by 4,
over a cauldron, jumping a pit, or catching a falling object. by making a Strength check. This distance is halved for high jumps.
As a rule of thumb, checks that are of average difficulty should have a
DC of 10. For tough tasks, a DC of 14 works well. For challenging tasks, Attack Rolls and Damage: You add your character’s Strength modifier
a DC of 18 suffices. Extremely difficult checks should have a DC of 22 or to attack rolls and your damage rolls when attacking with a melee
greater, while truly heroic actions have a DC of 26 or even higher. When weapon such as a mace, a battle axe, or a spear. Characters use
in doubt, err on the low side since it never hurts a game to have a melee weapons to attack in hand-to-hand combat, and some may be
character succeed in something difficult. The following examples serve thrown to make missile attacks.
as a guide for assigning DCs to ability checks: Encumbrance: Your character’s Strength score determines how much
Ability Check Guidelines weight may be carried by that character. The Encumbrance section
on page 67 details the effects of weight carried upon a character’s
Challenge DC Example movement and actions.
Average 10 Haggling with a down-on-his-luck merchant
(Charisma) Saving Throws: Saving Throws against paralysis, constriction, and other
Tough 14 Guiding your ship safely through a raging effects that hinder character’s freedom of movement are based upon
storm (Wisdom) a character’s Strength score. See the Saving Throws section of pages
Challenging 18 Leaping onto the back of a giant eagle as it 73-74 for more details.
swoops past you (Dexterity)
Formidable 22 Bashing open a reinforced door that is
Wizard Locked shut (Strength)
Intelligence Checks
Heroic 26 Moving a goddess of the arts to tears with An Intelligence check comes into play when you need to draw on
your song (Charisma) logic, education, memory, or deductive reasoning. The DM might call

CHAPTER 4: THE ADVENTURE 70


for an Intelligence check when you try to accomplish tasks like the which are made to spot danger, are always Wisdom (Perception)
following: checks. Intelligence may be used in place of Wisdom when actively
• Communicate with a creature without using words. searching an area or using reasoning to gather clues.

• Forge a document or notice that a document is forged. If a Perception Check is based purely on a character’s senses, “gut”
feelings, or the ability to read others, use Wisdom. If a Perception
• Recall lore about a historical event, lost civilization, religion, Check is based on a character logically and methodically investigating
legend, or magical item. an area, use Intelligence.
• Win a game of skill or solve a riddle.
• Search an area for secret doors, hidden items, or other clues. An Dexterity Checks
Intelligence check might allow your character to deduce the
location of a hidden object, discern from the appearance of a A Dexterity check can model any attempt to move nimbly, quickly, or
wound what kind of weapon dealt it, or determine the weakest quietly, or to keep from falling on tricky footing. The DM might call for a
point in a tunnel that could cause it to collapse. Examining an Dexterity check when your character tries to accomplish the following:
object takes anywhere from 1 round to 1 minute, depending upon • Control a heavily laden cart on a steep descent or steer a chariot
its size and complexity. Searching a 5’ x 5’ area takes at least 1 around a tight turn.
minute.
• Wriggle free of bonds or shackles, or securely tie up a prisoner.
Thieves may make an Intelligence ability check to search for traps.
• Craft a small or detailed object.
The DC to find a trap is 10 + the dungeon level. If set by a specific
monster or NPC, the DC is 10 + the creature’s Experience Bonus • Make an acrobatic leap over an opponent or tumble past them.
(for NPCs) or ½ of the creature’s Hit Dice (for monsters). Dwarves • Balance on a narrow or slippery surface. Characters balancing
may make Intelligence checks to search for stonework traps (such upon a narrow, uneven, or slippery surface move at ½ of their
as falling blocks, crushing walls, and collapsing floors). usual Movement Rate.
• Decipher writing in an unfamiliar language, a message written in • Climb a sheer or slippery surface. Characters trying to climb may
an incomplete or archaic font, or a message written in code. move at ½ of their usual Movement Rate, rounding down to the
• Create a written cipher (coded message). nearest 5’ increment.
• Craft, or appraise the value of, an item such as a sword, piece of • Thieves may make Dexterity checks to open mechanical locks
jewelry, or tapestry. and disable traps, including magical traps. Generally, it takes 1
round to 1 minute to disarm a device, depending on its
• Identify a plant or animal, or recall natural remedies or toxins
complexity. This ability requires the use of a set of thieves’ tools.
related to flora and fauna.
A Dexterity check indicates whether the lock has been opened or
• Predict the weather based on cloud formations, wind direction,
the trap has been disabled. If the attempt fails when opening a
and changes in temperature and humidity.
lock, the character cannot try to open the same lock again until
• Navigate by the stars or by landmarks. the next level of experience is gained, as it is beyond that
• Use first aid to stabilize a dying ally (see page 85). character’s current ability. Failure to disarm a trap indicates that
the character has set off the trap and suffers the trap’s effect.
Literacy: All characters of average or better Intelligence can read and
The DC to disarm a mundane trap is 10 + the dungeon level. If set
write each language that they speak. Characters with a 6-8
by a specific monster or NPC, the DC is 10 + the creature’s
Intelligence score may be literate in one language at most, while
Experience Bonus (for NPCs) or ½ of the creature’s Hit Dice (for
characters with lower Intelligence scores are wholly illiterate.
monsters).
Saving Throws: Saving Throws against illusions, many magic-user spells, • Attempt to conceal yourself from enemies, slink past guards, slip
and against effects that confound the senses or wits of the target are away without being noticed, or sneak up on someone without
based upon a character’s Intelligence score. See the Saving Throws being seen or heard. If you are being observed, even casually,
section of pages 73-74 for more details. you can’t hide. Characters trying to move silently move at ½ of
their usual Movement Rate. All Dexterity (Stealth) checks are
Wisdom Checks opposed by the targets’ Wisdom (Perception) checks.
• Attempt an act of legerdemain or manual trickery, such as
A Wisdom check might reflect an effort to read body language,
planting something on someone else, picking a pocket, cutting
understand someone’s feelings, notice things about the environment,
the straps of their coin purse, or concealing an object on your
or interact with wild or domesticated animals. The DM might call for a
person.
Wisdom check when your character tries to accomplish tasks like the
following: Attack Rolls: You add your character’s Dexterity modifier to attack rolls
• Discern whether a seemingly dead or living creature is undead. when attacking with a missile weapon, such as a javelin, sling, or a
longbow.
• Calm a domesticated animal or keep a mount from getting
spooked. Armor Class: You add your Dexterity modifier to your Armor Class.
• Determine the true intentions of a creature, such as when Initiative: At the beginning of every combat, one player character rolls
searching out a lie or predicting someone’s next move. initiative for the adventuring party by making a d20 roll and adding his
• Spot, hear, or otherwise detect the presence of something. or her Dexterity modifier.
Wisdom checks determine your character’s general awareness of Initiative determines whether the players or their foes act first in combat.
his or her surroundings and keenness of senses. A Wisdom check See initiative on page 80 for more.
would allow you to track a creature in the wilds or shadow another
person moving through crowded city streets. Saving Throws: Breath weapon and trap Saving Throws are based upon
• Surprise checks are Wisdom checks, since they are made to see if a character’s Dexterity score. See the Saving Throws section of pages
a character or NPC is able to spot, and react to, enemies and 73-74 for more details.
other dangers. Surprise checks are synonymous with Perception STEALTH CHECKS: Dexterity ability checks made to hide from others
Checks. and/or sneak around quietly are commonly referred to as Dexterity
Saving Throws: Saving Throws against confusion, gaze attacks, (Stealth) checks throughout these rules. As noted above, if you are
petrification, polymorph, and many cleric spells are based upon the being observed, even casually, you can’t hide. Characters trying to
character’s Wisdom score. See the Saving Throws section of pages 73- move silently move at ½ of their usual Movement Rate.
74 for more details. Dexterity (Stealth) checks are often made to avoid encounters or to
ambush foes. When a group attempts either, a Group Ability check
PERCEPTION CHECKS: Any Wisdom check that relies on the character’s (see page 70) is made. The DC of this check is equal to the Wisdom
senses or intuition is referred to as a Perception Check. Surprise checks, (Perception) check of the most perceptive member of the other group.

CHAPTER 4: THE ADVENTURE 71


Constitution Checks Background Careers (Optional)
Constitution checks are made to push your character’s endurance All characters begin play with special abilities and starting languages
beyond normal limits or resist the effects of intoxicants or toxins. The DM that are based upon their chosen class. In addition, Class Bonuses to
might call for a Constitution check when your character tries to ability checks help define what natural aptitudes a character of that
accomplish tasks like the following: class has by default.
• Hold his or her breath. In addition to the abilities that your character gets from their chosen
• March or labor for hours without rest, or go without sleep. class, the DM and players may work together to further flesh out the
character by giving him or her a background career.
• Quaff an entire stein of ale in one go.
These careers should be based upon the character’s upbringing,
Hit Points: Your character’s Constitution modifier contributes to his or training, and interests; and should give a +2 bonus to related ability
her Hit Points. This Constitution modifier is added to Hit Points at levels 1 checks. Characters may get a +2 bonus to Charisma checks made to
through 9 (when a Hit Die is rolled to determine Hit Points or when your positively influence others with the same area of interest or profession,
character chooses to take an average result rather than roll). If your depending on the circumstances.
Constitution modifier changes, your Hit Point maximum changes as All characters get 1 background career. Some examples are detailed
well, as though you had the new modifier from 1st level. below, though players and DMs can work together to create more
Example: Morgan Ironwolf’s Constitution score increased from a 16 to careers.
an 18 after she drank from a magic fountain. She is a 9th level fighter
and her Constitution modifier increased from +2 to +3. Because her
CON modifier increased by 1, she adds 1 extra Hit Point for every level
that she has rolled a Hit Die. As such, she gets 9 extra Hit Points because
she has 9 Hit Dice.
After 9th level all classes receive a set number of Hit Points per level and
no longer roll for Hit Points. The character’s Constitution modifier is no
longer applied to their Hit Points after 9th level.

Saving Throws: Disease, energy drain, and poison Saving Throws are
based upon a character’s Constitution score. See the Saving Throws
section of pages 73-74 for more details.

Charisma Checks
A Charisma check might arise when your character tries to influence or
entertain others, when your character tries to make an impression or tell
a convincing lie, or when your character is navigating a tricky social
situation. See page 79 for more information on Social Interaction. The
DM might call for a Charisma check when your character tries to
accomplish tasks like the following:
• Find the best person to talk to for news, rumors, and gossip.
• Pull together a disguise to pass as a city guard.
• Tell a convincing lie or give a convincing, but ambiguous, answer.
• Intimidate someone through overt or veiled threats. ANIMAL HANDLER: +2 bonus to all Wisdom checks made to handle one
type of normal animal. Here are some examples to choose from:
• Delight an audience through a musical or theatrical performance.
Dogs: Includes the training of guard and war dogs, as well as smaller
• Give a speech to inspire your allies or stop a hostile mob.
breeds.
• Attempt to influence someone or a group of people with tact,
Falconry: Training hunting birds such as hawks, falcons, and kites.
social graces, or good nature.
Horses: Includes the training of pack, riding, and war horses, as well as
Saving Throws: Death Attack, Charm, and Fear Saving Throws are ponies and mules.
based upon a character’s Charisma score. See the Saving Throws
section of pages 73-74 for more details. Livestock: Includes the breeding and care for pigs, chickens, cattle,
goats, and sheep.

ARTISAN: +2 to Intelligence checks made to create or appraise items


related to your character’s area of expertise. Here are some examples
to choose from:
Bowyer/Fletcher: Making and repairing all manner of bows and arrows.
Carpenter: Working wood to create structures, boats, carts, and
furnishings.
Cook: Includes the preparation and cooking of meals, and the baking
of breads and other goods.
Brewer/Vintner: Specialty with brewing ales, beers, meads, perries, and
ciders. Vintners specialize in wine-making.
Jeweler/Lapidary: Working with precious metals and gemstones.
This had better work!!

CHAPTER 4: THE ADVENTURE 72


Smith: Working with iron and iron alloys, such as steel, to create and
repair tools, armor, and weapons.
Saving Throws
Tailor/Weaver: The character knows how to spin wool, create articles A Saving Throw is an ability check. Saving Throws - also called saves -
of clothing, dye textiles, and repair garments. represent attempts to resist spells, traps, poisons, diseases, or similar
threats. Characters don’t normally decide to make a Saving Throw;
CHARLATAN: +2 to Charisma checks made to bluff and impersonate they are forced to make them because their character is at risk of harm.
others. To make a Saving Throw for a character, roll a d20, adding the relevant
CHIRURGEON: +2 bonus to all Intelligence checks made to stabilize ability modifier, any Class Bonuses that apply, the character’s
wounds. It also allows you to better identify poisons and natural Experience Bonus (if any), and any other modifiers that apply (such as
venoms. a bonus from a spell or magic item).
Example: A character’s Dexterity modifier is added to Dexterity Saving
CONNOISSEUR: +2 to all Intelligence checks made to appraise high Throws. If that character were a thief, a Class Bonus would be added
value items and fine cuisine. to Dexterity Saving Throws as well. Once the character reaches 2nd
GAMBLER: +2 to Intelligence, Wisdom, and Charisma checks made level, he or she also starts adding an Experience Bonus to all Saving
when playing card, dice, and board games such as poker or chess. Throws.
A Saving Throw can be modified by a situational bonus or penalty, as
MERCENARY: +2 to Charisma checks made to intimidate others. This
determined by the DM. Non-player characters and monsters make
background also grants a +2 bonus to Charisma checks made to
Saving Throws in the same manner as player characters, adding their
positively influence other mercenaries and merchants, who often rely
Experience Bonus (or ½ of their Hit Dice for monsters) to all Saving
on the services of mercenaries.
Throws. NPCs with levels in a character class also add their Class Bonus
MERCHANT: +2 to Intelligence checks made to appraise trade goods to applicable checks.
and +2 to Charisma checks made to haggle with buyers, merchant ship The Difficulty Class for a Saving Throw is determined by the effect that
captains, and mercenaries. causes it:
OUTLANDER: +2 to Wisdom (Perception) checks made to follow tracks, • The DC for a spell’s Saving Throw equals 10 plus the caster’s
hunt wild game, avoid getting lost, deal with natural hazards, and Experience Bonus. The DC for spells cast by monsters equals 10 plus
forage in one of the following terrains: ½ of the monster’s Hit Dice.
Arctic and Subarctic Wastes: This includes frozen wastes, taiga, glaciers, • When finding and making Saving Throws against mundane traps,
and polar tundra. the DC equals 10 plus the dungeon level or, if known, the
Deserts: This terrain includes all manner of barren wastelands that are Experience Bonus of the NPC who set the trap. The DC for traps set
largely devoid of vegetation, including deserts, tundras, and arid by monsters equals 10 plus ½ of the monster’s Hit Dice.
shrublands. • The DC to resist most attack forms made by monsters is equal to 10
Grasslands: Prairies, steppes, heath, and shrublands are included within plus ½ of the monster’s Hit Dice.
this terrain. • The result of a successful or failed Saving Throw is also detailed in
Mountains: Mountain terrain includes alpine uplands and the upper the effect that allows the save. Usually, a successful save means
reaches of mountains and hills, at the high altitudes above the treeline. that a creature suffers no harm, or reduced harm, from an effect.

Temperate Wilderness: Included within this terrain are the forests, Note that rolling a “natural 20” (a 20 is rolled on your d20) always
wooded hills, and wetlands of temperate climes. indicates success on a Saving Throw roll while rolling a “natural 1” (a 1
is rolled on your d20) always indicates failure.
Tropical and Sub-Tropical Wilderness: This includes jungles, rainforests,
mangrove forests, and wetlands in tropical and subtropical regions. SAVING THROW CATEGORIES
There are six different kinds of Saving Throws each corresponding to an
PERFORMER: +2 bonus to all Charisma checks made with 1 type of ability score. The situations and effects that trigger a Saving Throw
performance: generally fall into one of the following categories. This list is not definitive
Actor: Acting also gives the character a bonus when impersonating but should provide a template for Dungeon Masters to determine a
others. Saving Throw category for something not listed here.
Orator: Orators are trained at moving an audience through their Save Type Categories
speeches. Strength Paralysis, Constriction
Buffoon: Also known as fools or jesters, buffoons excel at satirizing Intelligence Magic-user Spells, Illusion
people, groups, or belief systems. Wisdom Cleric Spells, Confusion, Gaze Attack, Polymorph,
Petrification
Dancer: This type of performance helps among nobles and Dexterity Breath Weapon, Traps
commoners alike. Constitution Energy Drain, Disease, Poison
Musician: The character is proficient at singing and with one type of Charisma Death Attack, Charm, Fear
musical instrument, such as woodwinds, percussion instruments,
stringed instruments, or keyboards. More information on Saving Throws is provided below.

SAILOR: +2 to Intelligence checks made to navigate by the sun, stars, Breath Weapon (Dexterity): Any character caught in the area of effect
and landmarks. +2 to Dexterity checks to keep your balance on a of a breath weapon must make the appropriate Saving Throw or suffer
swaying ship’s deck. the breath weapon’s full effects. Usually, the character must dodge the
effects of a breath weapon, so a Dexterity save is appropriate.
SCHOLAR: +2 bonus to all Intelligence checks made in 1 area of Gaseous cloud breath weapon attacks, however, require a
interest: Here are some examples to choose from: Constitution Saving Throw.
Arcane Lore: Knowledge of spells, magic items, creatures, and Charm (Charisma): Charm spells or spell-like abilities allow a Charisma
locations. It also encompasses eldritch symbols, magical traditions, the Saving Throw to avoid being overcome by the charm. A failed save
planes of existence, and the inhabitants of those planes. means the character suffers the effect of the Charm spell or effect.
Folklore: Imparts knowledge of fairies, local legends, superstitions, and
Confusion (Wisdom): Confusion spells or spell-like powers allow a
customs.
Wisdom Saving Throw to avoid being overcome by confusion. A failed
History: Includes knowledge of both ancient and recent historical save means the character becomes confused, as per the Confusion
events. spell, for an amount of time as specified by the spell or ability.
Natural Lore: Expertise with local flora and fauna, including herbal Death Attacks (Charisma): Death Attacks are rare and only a few
remedies, as well as the ability to better predict the weather. monsters and the rare artifact have them. In most cases, Death Attacks
Religions: Insight into the various religions of the world, including their allow the victim to make a Charisma save to avoid the affect but, if the
belief systems, symbols, gods, and ceremonies. save fails, the character will die instantly.

CHAPTER 4: THE ADVENTURE 73


Disease (Constitution): When a character is injured by a disease attack effects of spell, monster constriction, and/or paralysis are discussed in
such as from a mummy, touching an item smeared with diseased the spell’s, item’s, or monster’s description.
matter, or consumes befouled food or drink, the character must make
an immediate Constitution Saving Throw. If the character succeeds, the Petrification/Polymorph (Wisdom): Magic can cause creatures and
disease has no effect, for the immune system has fought off the disease. characters to change their shapes, sometimes against their will. The
If failed, the disease afflicts the character. The description for each victim may make a Wisdom Saving Throw to resist the Polymorph.
disease gives the details on the effects and incubation period (if any). A petrified character is not dead if a majority of the body is intact. No
movement or actions of any kind can be made, not even mental ones
Fear (Charisma): Spells, magic items, and certain monsters can affect while petrified. Strength and Dexterity scores are effectively (but not
characters with fear. The character facing a monster that emanates actually) reduced to 0. There is no awareness of what is occurring since
fear or who has a spell cast upon him or her makes a Charisma Saving all of the senses have ceased operating.
Throw to resist the effect. A failed roll means that the character is
affected by the fear, as detailed in the spell or monster description. If a petrified character cracks or breaks but the broken pieces are
joined before returning to flesh, the character is unharmed. If the
Gaze Attack (Wisdom): Each character within range of a Gaze Attack character’s petrified body is incomplete when returned to flesh, so is
must attempt a Saving Throw each round at the beginning of his or her their restored body.
turn. Generally, the character can avoid the gaze with a successful
Wisdom save. In many instances, the situation is more appropriately Poison (Constitution): When a character takes damage from a
handled without a Saving Throw through narrative and roleplaying. If poisoned weapon or an item smeared with contact poison, consumes
necessary, the Dungeon Master may require a Saving Throw. Failure poisoned food or drink, or is otherwise poisoned, he or she must make
indicates the character was unable to avoid the gaze and suffers its a Constitution Saving Throw. If he or she fails, the poison takes effect.
effect. By default, poisons kill the poisoned character or creature in 6 rounds
(1 minute).
Energy Drain (Constitution): An energy drain attack lowers the level of
experience, or reduces an ability score, of the victim unless a successful Spells/Illusion (Intelligence or Wisdom): This category is for cleric,
Saving Throw is made. Most energy drain attacks require a successful magic-user, and elf spells, as well as spells cast by creatures. It is a
melee attack. Mere physical contact is not enough. The full effect of catch-all for magic not covered by one of the other Saving Throw
an energy drain, such as the number of levels taken away, is specified categories. Spells usually allow a Saving Throw to negate, lessen, avoid,
in the monster, magic item, or spell description causing the drain. If it is or resist their effects.
not specified, 1 level of experience is removed. Magic-user and elf spells cast by spellcasters, magic items, or monsters
A character who loses a level this way suffers the effects of the drain are resisted with an Intelligence Saving Throw. Cleric spells cast by
immediately. The character loses one Hit Die and all other class features spellcasters, magic items, or monsters are resisted with a Wisdom Saving
are reduced to the new level. The victim’s experience point total is Throw.
immediately set to the midpoint point of the previous level. In some cases, the specific effect of the spell calls for another type of
A character drained below 1st level is instantly slain. Depending on the Saving Throw. All Charm spells, whether cast by creature, item, or spell-
creature that killed the character, the character may rise the next night like ability require a Charisma Saving Throw. Other Saving Throw
as a monster of that kind. If not, the character rises as a wight. categories not covered by this catch-all would include paralysis,
polymorph, energy drain, death attack, and fear saves.
If any ability score is reduced to 0, the character dies.
Traps (Dexterity): When a character sets off a trap, a Dexterity Saving
Paralysis/Constriction (Strength): Some monsters and spells have the Throw is allowed to avoid all or some of the effects of the trap. Each
supernatural or spell-like ability to paralyze or hold victims, immobilizing trap is unique and the effects of a successful or failed Saving Throw
them through magical means. Paralysis works on a character’s body, should be designated beforehand.
but a character can usually resist it with a Strength Saving Throw. The
Retainers, Specialists, and Mercenaries
RETAINERS: A retainer (or hireling) is an expert hired by a player
character (PC) to aid that character on an adventure. Retainers are
often used to strengthen a party that is attempting an extremely
dangerous adventure. It is recommended that the DM not allow
beginning players to hire retainers. New players tend to use retainers as
a crutch, letting them take all the risks. If a dungeon is very difficult, the
DM should let players have more than one character apiece before
using retainers, at least until players are more experienced. They are
more suited to higher level campaigns.
If a retainer is not well-treated, he or she is likely to stop working for the SPECIALISTS
PC and will tell others of the mistreatment. Retainers are more than just During the game, characters may need to hire NPCs with training or
men-at-arms; soldiers hired to fight and protect their employer but only special skills in a certain area. These people are known as specialists.
expected to take reasonable risks. Retainers are lieutenants or assistants Specialists are not retainers, and they will not go on adventures.
to a PC and are expected to lend their skills and knowledge to the However, a character may hire as many specialists as can be afforded.
benefit of the party and to take the same risks the characters expect Specialists are located by posting notices (the DM should decide the
to face. The number of retainers who will follow a PC is limited by that cost for posting the notices).
character’s Charisma score.
The ads may be answered by none, one, or many persons depending
Hiring: To hire a retainer, a character must first find NPCs who are on the DM’s decision. This may be influenced by the type of specialist
interested in the job. Characters will have to go somewhere they might wanted, the size of the local population, the reputation of the
find, and interview, interested NPCs, such as a tavern, or they must pay employer, and the amount of money or bonus offered. The player must
a fee to advertise for NPCs to come and see them. The DM must create then select who to hire from the applicants and work out the details of
the personalities of the NPCs who come to the character for an salary with each, the DM taking the role of the NPCs in these sessions.
interview. The DM may wish to establish guilds for various professions where certain
Next the character must explain the duties of the job to the NPC and types of specialists are commonly found.
offer a rate of pay. The DM must decide what a good rate of pay would Some descriptions and costs of typical specialists are given below.
be, but this usually includes a guaranteed minimum fee and a partial Other specialists may be created as the DM wishes.
share of any treasure found. Fees should vary depending on the skills of
each retainer and the number available. Employers are expected to Specialist Type Cost in Gold Pieces/Month
buy equipment and food for their retainers as well as pay their fees. Alchemist 1000
Generally, if there are only a few jobs offered but many people looking Animal Trainer 500
for work, retainers may agree to work for less pay and vice versa. Armorer 100
Engineer 750
Hireling Reactions: Once a rate of pay is offered the player must make Sage 2,000
a Charisma ability check to determine the Encounter Reaction (see Smith 25
Social Interaction on page 79 of CHAPTER 5: THE ENCOUNTER). Seaman, Rower 2
This reaction determines whether the offer is accepted, refused, or if Seaman, Sailor 10
more negotiation is necessary. The DM may want to adjust the reaction Seaman, Captain 250
roll by +2 for very good offers or by -2 for poor offers or if the PC has a Seaman, Navigator 150
bad reputation. Most potential hirelings have an initial attitude of Spy 500+
Neutral towards player characters. Alchemist (1000 gp/month): If given the formula or a sample, an
If the Charisma ability check results in an attitude of Hatred, the NPC alchemist may make a potion at half the normal time and cost. They
will refuse the offer and may react badly to further negotiations. may also conduct research into different types of potions at twice the
An attitude of Dislike or Neutrality means there is a 50% chance of cost and time require for a magic-user.
refusal. Otherwise, the player can continue negotiating. A result of Animal Trainer (500 gp/month): An animal trainer is needed to train and
Goodwill or Friendship means the NPC accepts the offer. control any type of creature other than a horse, mule, or dog, although
Hireling Morale: The Morale score of a hireling equates to their loyalty trainers may be necessary if many horses, mules, or dogs are kept. Each
and willingness to take risks for the PC. A retainer’s morale (and loyalty) trainer is skilled with only one type of creature. If a character wished to
is based on the Charisma score of the player character employer and train a hippogriff, a hippogriff trainer would be required. Each trainer
the Hireling Reaction rolled (see above). The Morale of retainers should may handle up to 6 animals.
be checked whenever extraordinary danger is met during an The time needed to train animals is decided by the DM, but the
adventure. Morale should also be checked after each adventure. The following guideline may be used: the first “trick” or maneuver taught
DM may wish to adjust a retainer’s Morale due to actions of the player will require at least a month, and each additional trick or skill will take
character, such as if the PC pays the retainer more than agreed upon at least another 2 weeks. The lengths of time involved will vary with the
or rescues the retainer from danger and vice versa. intelligence of the animal, the complexity of the trick or maneuver, etc.

Level of Hirelings: A retainer may be of any level (0, 1, 2, 3, or higher) Training must be continuous, or the animal becomes “untrainable.”
and of any class (normal man or a character class). Retainers can Armorer: For every 50 fighters hired by a character, 1 armorer will be
never be higher in level than the PC who hires them. necessary to maintain their weapons and equipment. Any armorer not
Elvish, halfling, and dwarvish retainers should be very rare. Elves have so employed may make non-magical armor and weapons at the rate
very long lives, but their numbers are not great. Dwarves also have long of 1 suit of armor, 3 shields, or 5 weapons per month. For every 3
lifespans (though not nearly so long as elves), but their numbers are still assistants (one of which must be a smith) the output may be doubled.
not as great as the number of humans. Halflings tend to avoid setting One armorer may manage 6 assistants. Assistants cost 5 gold/month.
off on adventures and rarely take up as adventurers for hire.
Engineer: An engineer is needed for the construction of castles and
Hireling Level Advancement: Retainers will earn experience from large structures. Dwarven engineers usually specialize in tunnelling. One
adventures, just like player characters do, and may rise a level in their engineer must be hired for every 100,000 gp that a construction costs.
character class once they have gained enough experience. Retainers,
however, only receive ½ the experience that PCs would receive, Sage: A sage is an advisor, capable of answering questions involving
because they were only following orders and not making decisions on great knowledge. For each uncommon question they attempt to
their own. answer there will always be a chance of failure. The DM will have to
decide on the amount of time it takes and the cost of the research for
Retainers may be awarded more than their agreed upon portion of the each question. They are extremely rare, and the DM may want to limit
treasure and thus gain more experience than normal. the number in a campaign.

CHAPTER 4: THE ADVENTURE 75


Seaman: Rowers are employed to handle oars on galleys and Crossbowmen: Crossbowmen wear chain mail, and carry crossbows
longships. They fight as “normal men,” armed as peasants, only when and short swords.
the situation is desperate. Seamen are usually “normal men” who are
Heavy Footman: Heavy footman wear chain mail and shield, and carry
capable of sailing vessels and fighting as light foot mercenaries when
swords. They often carry polearms if not using shields.
the craft is attacked. They are equipped like light footmen. A captain
is necessary for all larger ships. He or she will have skills as a sailor and Heavy Horsemen: Heavy horsemen wear plate mail and shields, and
will know coastal waters. A navigator is skilled in piloting a ship on long carry lances and swords.
ocean voyages. Any ship out of sight of land without a navigator on
board is automatically lost. Light Footmen: Light footmen wear leather armor and shields, and carry
swords or spears.
Spy: A spy (usually a thief) is hired to spy on a group the character wants
Light Horsemen: Light horsemen wear leather armor, and carry lances
more information about. The spy may either be an outsider who
and swords.
attempts to join the group or a member of the group who is bribed to
become a spy. The DM decides how long a mission will take. The spy Longbowmen: Longbowmen wear chain mail, and carry longbows and
will have a chance of success decided by the DM, based on what swords.
information the character wants, the precautions the group has taken
against spies, and how much money the character pays for the mission. Marines: Marines or naval infantry wear leather armor and shields, and
There may be a chance the spy will betray the character, and the carry short swords.
loyalty of the spy is known only to the DM. Medium Horsemen: Medium horsemen wear chain mail, and carry
lances and swords.
MERCENARIES
Mercenaries are hired soldiers who will do typical army work. Like Mounted Archers: Mounted archers wear leather armor, carry short
specialists they will usually not go on dungeon adventures and will only bows, and ride light war horses.
participate in long distance journeys, serving as armed escorts for Mounted Crossbowmen: Mounted crossbowmen wear chain mail,
merchants, adventurers, or pilgrims, or on military campaigns, such as carry crossbows and axes, and ride mules.
fighting other armies, clearing land of monsters around a castle, and
defending a castle. Peasants: Peasants are levy troops with limited training. They typically
carry spears or other polearms.
Players should be aware of the Morale of their mercenaries because
high death rates, low pay, and other unappealing treatment will cause
them to revolt or desert their lord. Good treatment and safe, but
exciting, service will lead to greater loyalty, as will success on the
battlefield.
The costs given cover upkeep only; armorers and smiths are also
required to maintain the equipment of mercenaries in good condition.
For hazardous (wartime) duty, these costs are doubled. The DM will
have to determine what type of troops a character may employ and
when. Typical morale ratings are:
Mercenary Type Typical Morale
Men-at-Arms, Viking Raiders 13
Barbarian Conscripts, Barbarian “Horde” 9
Peasant Militia 6
Mounted Units +1 to Morale
Elite Troops +1 to Morale
Fanatics, Berserkers +2 to Morale

Players should be aware of the Morale of their mercenaries because


low Morale will cause them to revolt or desert their lord.
Some descriptions and costs of typical mercenaries are given below.
Other specialists may be created as the DM wishes.
Mercenary Cost in Gold Pieces per Month*
Troop Type Man Dwarf Elf Orc Goblin
Peasant 1 - - - -
Light Foot/Marine 2 - 4 1 ½
Heavy Foot 3 5 6 1½ -
Archer 5 - 10 3 2
Crossbowman 4 6 - 2 -
Longbowman 10 - 20 - -
Light Horseman 10 - 20 - -
Medium Horseman 15 - - - -
Heavy Horseman 20 - - - -
Mounted Archer 15 - 30 - -
Mounted Crossbow - 15 - - -
Wolf Riders - - - - 5
*For hazardous duty, the cost is double. The cost should be much higher
if the DM permits mercenaries to go on an adventure with a player
character. How much is left to the DM.
The costs given for each troop type include the cost of feeding and
supplying that soldier with his or her gear. Mercenaries will already own
their own weapons and armor. Armorers and smiths are still required to
maintain the arms and armor.
Archers: Archers wear leather armor, and carry short bows and short
swords.

CHAPTER 4: THE ADVENTURE 76


CHAPTER 5: THE ENCOUNTER If the characters do nothing, there will be a crash as she kicks over a
flower urn, followed by a muttered curse and then the galloping of
When a party explores the dank depths of dungeons or ventures into horses.
wild and untamed lands, they must be ready to deal with the strange
If the characters are noticed, the unburdened man wheels to face
creatures they will meet: some foul, some fair, some intelligent, some
them, drawing two swords, one in each hand. Roll for initiative.
not; the variety is endless. Such a meeting is called an encounter.
The DM will find it useful to make a list of monster encounters before the Here everything is dependent upon previous and current choices of
adventure starts, noting their Number Appearing, Armor Class, Hit action. Is a character awake? Will the characters investigate? How
Points, and so forth. Having this information prepared before the will they react to the kidnappers? Each decision molds subsequent
adventure will speed play during the game. These monsters will often events. The characters might leap to the young woman’s rescue, or
have a reason for being in a dungeon or on the move in the wilderness they might rouse themselves only in time to see the kidnappers gallop
(such as looking for food or a special magic item, carrying a message, off with her tied to the saddle. Their actions could alter planned events.
assembling for war, and so forth). Coming to her aid, the characters rescue the lady. As DM you must be
ready to tell her story. Why was she attacked? Who were they? Are
there any clues the characters can find?

Random Encounters
In addition to planned encounters, the DM also uses random
encounters. These aren’t tied to a specific place or event; they are
based on chance.
When a check indicates an encounter is imminent, a creature or NPC
determined by the encounter tables will arrive in the area in the next
few minutes to investigate. Many encounters end in combat, but this
isn’t necessary - it is possible to talk to intelligent creatures, whether in
the dungeon, out in the wilderness, or on the streets of a town or city.

ENCOUNTER DISTANCE: Once an encounter occurs, it is necessary to


know the range at which the creatures might first be noticed. This
distance is dependent first on whether or not either group is surprised
or, if no surprise occurs, on the type of terrain the encounter occurs in.
Encounters in the wilderness are handled much the same as those in a
dungeon. The main differences are that there is a chance of becoming In situations where no cover is possible, encounters will occur at the limit
lost in the wilderness, that greater distances are involved in setting up of vision unless special circumstances, such as lighting, dictate
encounters, and that the DM must decide at what time during the day otherwise.
or night the encounter takes place. Most encounters will take place While it is possible to spot another group at quite a distance, the
about midday or in the evening after the party has made camp. characters or creatures may not be able to identify them immediately.
In addition, the type of terrain the party is moving through will help to Encounter distances for different conditions and terrains are listed
determine the kind of monsters that will be encountered. below:
In roleplaying games, encounters fall into one of two general Situation or Terrain Base Encounter Distance
categories - planned (or placed) encounters and random (or Smoke or heavy fog 2d6 x 5 feet
wandering) encounters. Each contributes to the overall excitement Jungle or dense forest 2d6 x 10 feet
and adventure of the game. Light forest 3d6 x 10 feet
Scrub, brush, or bush 6d6 x 10 feet
Planned Encounters Grassland, little cover 6d6 x 20 feet
Nighttime or dungeon Limit of sight
A planned encounter is one of the DM has prepared in advance, one Both groups surprised ¼ of the base encounter distance
tied to a specific place, event, or condition. These can be divided into
keys and triggers. Encounter Distance and Surprise: If creatures are trying not to be seen,
it’s usually harder to spot them, but creatures that are keeping low to
KEYS: The simplest of planned encounters is called a key - a listing of avoid being spotted are not able to move quickly. If creatures are
who lives where, what they have, and what they might do if a moving with stealth, they move at ½ their normal Movement Rate.
character enters their room, visits their farm, or explores their cave. This
Wisdom (Perception) ability checks may be made to notice hidden
key can also contain colorful details about otherwise boring or empty
creatures at the base encounter distance listed above. Should this fail,
rooms, creating detail for the player characters to explore.
and an ambush is not sprung, another check may be made at ½ the
Example: The air of this chamber is thick with smells of animal sweat and base encounter distance listed above.
worse. There is a loud rumbling from the far side of the chamber. There,
As with all potential surprise encounters, a party can be surprised by
sleeping under a mound of crudely skinned furs, is a large ogre. Next
opponents who are not attempting an ambush (for example, a party
to him is a large wooden club. Hanging from the walls are bits of bright
of adventurers turning the corner of a dungeon and stumbling into a
cloth, shiny buckles, and tarnished badges. A few simple torches, now
band of trolls). In such instances both parties can make a DC 10
unlit, are wedged in the cracks.
Wisdom (Perception) ability check in order to avoid being surprised.
If the characters don’t make a DC 10 Wisdom (Perception) ability Typically, for a party of player characters or NPCs, the character with
check or move carefully into the room, one will kick a metal helmet the best bonus to Wisdom (Perception) ability checks makes this roll. A
across the floor, waking the ogre. Groggy for one round, he then party that fails this check is surprised and cannot act during the surprise
attacks the group. Just beyond the ogre’s bed is another passage. round. A party that succeeds may roll initiative and act during the
TRIGGERS: A trigger is a simple either/or or if/then type of statement. It surprise round. Should both parties completely fail to notice each other
is used for more interactive types of encounters where the action of the it is possible to miss an encounter.
event is what is important, such as the kidnapping described below: Example: The player characters are traveling through a dense jungle
Example: The next episode occurs at 1 o’clock in the morning: If any and encounter a band of orcs (at a base encounter distance of 2d6x10
character is still awake, he or she must make a DC 14 Wisdom feet, as noted above). If neither party makes their Wisdom (Perception)
(Perception) check to hear a muffled scream coming from the balcony ability check at this distance, neither is aware of the other.
of the room next door. If the characters investigate, they will discover The player characters and band of orcs would make another Wisdom
two hooded men (6th level thieves) attempting to drag a struggling (Perception) ability check if they closed to ½ of the base encounter
young woman over the railing. One man has her firmly gripped from distance. Should both parties fail this check as well it is possible that the
behind, his hand clamped over her mouth. The other is hoisting her legs encounter would be missed (unless the parties cross paths, in which
over the side. A confederate waits with the horses on the ground case a Surprise check would be made at ¼ of the base encounter
below. distance).

CHAPTER 5: THE ENCOUNTER 77


Avoiding Encounters: It is always possible to flee or sneak away from 7. Roll to see if either the players or encountered creatures are
an undesired confrontation if the other party is unaware of your surprised, as per Encounter Distance and Surprise on the previous
presence or surprised. It is never possible to flee from an encounter page.
where the opponent party is in striking range without drawing parting 8. If the encounter takes place, the DM rolls initiative for non-surprised
shots and, possibly, initiating a pursuit (see Pursuit on page 80) A party NPC or monstrous groups. Non-surprised players make their group
can always flee an encounter if it wins the first initiative roll. initiative roll.
In the wilderness, parties with surprise may always avoid an encounter 9. If the creatures act first, the DM rolls on the Encounter Reaction
if desired. If the party does not surprise and still seeks to avoid an Table to see how they will act (page 78).
encounter, they must make a group Dexterity (Stealth) check (see 10. If the players act first, they may act as they wish.
GROUP ABILITY CHECKS on page 70) to sneak away. The DC of this 11. If players try to parley with encountered creatures, consult the
check is equal to the Wisdom (Perception) check of the most Persuasion Table (page 79).
perceptive member of the other group. 12. If combat takes place, the DM should resolve actions according to
the Combat Sequence (page 79).
Whether or not the opposing party will follow in pursuit of the fleeing 13. If either side runs away, the DM should check the Fleeing from
party is up to the DM but should be based upon the relative strengths Combat section of page 80.
of both parties and upon the reasons for and against such pursuit. 14. If combat is avoided or there is no encounter, the encounter ends.
15. If combat takes place, the turn ends once combat is resolved.
Dungeon Random Encounter Checks: The following sequence is 16. End of Encounter. Where necessary, the DM should check the
provided as an example of how to conduct random encounter checks characters’ remaining Hit Points, whether or not they need rest (see
in a dungeon setting: page 85), any changes in the party’s marching order, or
possessions, their encumbrance (see page 67), their sources of light,
Sample Dungeon Encounter Sequence the durations of any spells in progress, and the total time the party
1. The party explores the dungeon; moving, entering rooms, listening has spent in the dungeon.
and searching as they move.
2. The DM rolls a d6 for wandering monsters once every turn.
3. A result of 1 on the d6 indicates that a wandering monster is
encountered. In more active dungeon areas, or in dungeons that
are on high alert, a result of 1 or 2 may indicate a wandering
monster encounter.
4. If an encounter is indicated, roll on the applicable Wandering
Monster Table (pages 174-175) to determine what type of creature
appears.
5. If there is an encounter, the DM rolls 2d6x10 for the distance
between the creatures and the party and rolls for the Number
Appearing, as per the creature’s description (see pages 89-146).
6. The player group and NPC/monster group each make a DC 10
Wisdom (Perception) check to check for surprise (see page 79).
7. The DM rolls initiative for non-surprised NPC or monstrous groups.
Non-surprised players roll their group initiative roll.
8. If the creatures act first, the DM rolls on the Encounter Reaction
Table to see how they will act (page 78).
9. If the players act first, they may act as they wish.
10. If players try to parley with encountered creatures, consult the
Persuasion Table (page 79).
11. If combat takes place, the DM should resolve actions according to Encounter Reactions
the Combat Sequence (page 79). Any intelligent creature that can be conversed with will react in some
12. If either side runs away, the DM should check the Fleeing from way toward the character who is speaking. When a creature is trying
Combat section of page 80. to influence the actions or feelings of another through its words,
13. If combat is avoided or there is no encounter, the encounter ends. roleplaying in conjunction with Charisma ability checks may be used to
14. If combat takes place, the turn ends once combat is resolved. resolve the situation.
15. End of Encounter. Where necessary, the DM should check the
characters’ remaining Hit Points, whether or not they need rest (see INITIAL MONSTER REACTIONS: If the DM does not have the monster’s
page 85), any changes in the party’s marching order, or reaction planned in advance, the Monster Reaction Table below can
possessions, their encumbrance (see page 67), their sources of light, be used to decide the monster’s actions.
the durations of any spells in progress, and the total time the party
has spent in the dungeon. Or course, the DM can always choose the monster’s reactions to fit the
dungeon or locale.
Wilderness Random Encounter Checks: The following is provided as an Monster Reaction Table
example of how to conduct random encounter checks during long
distance journeys through the wilderness: Dice Roll (2d6) Initial Reaction
2 Hatred, immediate attack
Sample Wilderness Encounter Sequence 3-5 Hatred, possible attack. The party may parley.
1. The party decides on their direction of travel. 6-8 Dislike. The party may parley.
2. The player leading the group makes a Wisdom (Perception) check 9-11 Dislike, the monster tries to avoid the encounter.
to see if the party becomes lost (see page 66 for more details). 12 Neutral. The monster parleys.
3. The DM rolls for wandering monsters once every 2 to 3 hours of travel
(2 or 3 encounter checks per 8 hours of travel). PARLEYING: An NPC or creature that attempts to parley engages in
4. Depending on the type of terrain and frequency of patrols, an conversation, or otherwise tries to communicate with, the party.
encounter may take place on a roll of 1, 1 or 2, or even on a roll of Depending on the situation and their natural inclination towards the
1-3. party members, this may involve them trying to persuade, deceive, or
5. If an encounter is indicated, roll on the applicable Wandering intimidate the player characters.
Monster Table (pages 176-178) to determine what type of creature See the Social Interaction section that follows for more details on how
appears. player characters, NPCs, and monsters can make Charisma checks in
6. If there is an encounter, the DM rolls the Base Encounter Distance order to influence others.
on the previous page to determine the starting distance between
the players and the encountered creatures.

CHAPTER 5: THE ENCOUNTER 78


Social Interaction * The character may continue to parley unless he or she fails a Charisma
check by 5 or more. Such a failure might even worsen the target’s
Whether your characters are in the depths of the foulest dungeon or attitude, depending on the circumstances and DM’s discretion.
presented at court before a council of resplendent nobles, they will find
it necessary to engage in discourse with both monsters and NPCs. Example: Morgan Ironwolf and Cat Fletcher, making their way through
a mountain pass, come upon 2 hill giants resting by a mountain stream.
Roleplaying on the players’ parts should drive these interactions but, at Normally the giants would rush to slay them, as their initial attitude
times, the DM may decide that players must make Charisma checks to towards the two is one of “Hatred.” Having spotted the giants first, the
successfully influence others through their words. At such times, duo attempt to approach cautiously and lets the ever-charming Cat
Charisma checks can be made to intimidate, persuade, haggle, or Fletcher speak on their behalf.
bluff others.
Cat Fletcher has a 16 charisma (+2 modifier) and, as an 8th level thief,
DECEPTION: Deception can encompass everything from misleading has an Experience Bonus of +4, giving her a bonus of +6 to her Charisma
others through ambiguity to telling outright lies. Typical situations check.
include trying to fast-talk a guard, con a merchant, pass yourself off in The giants’ initial reaction of Hatred sets the DC at 22. Cat Fletcher’s
a disguise, dull someone’s suspicions with false assurances, or maintain player rolls a 14 on a d20 and adds 6 for a total of 20.
a straight face while telling a blatant lie.
The result (20) fails but is good enough to allow her to make another
The result of the Charisma check when trying to deceive an NPC or Charisma check.
monster is the DC for that NPC’s or monster’s Wisdom (Perception)
Unfortunately, her second attempt fails by 10, meaning that no further
check. If their Wisdom (Perception) check result equals or exceeds the
attempts may be made and the giants attack.
DC, the target is aware of the lie, misdirection, or evasion. Otherwise,
the deception attempt succeeds.
Combat
The clatter of a sword striking a shield. The terrible rending sound as
monstrous claws tear through armor. A brilliant flash of light as a ball of
flame blossoms from a magic-user’s spell. The sharp tang of blood in
the air, cutting through the stench of vile monsters. Roars of fury, shouts
of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and
thrilling.
Much of the excitement in playing Dungeons & Dragons occurs during
the characters’ combat with monsters. Whether a fighter battling a
horde of bloodthirsty orcs, a thief facing off with a nefarious pirate, or a
cleric turning a vampire, combat is often the climax of many
roleplaying sessions.
Managing combat is often a challenging affair as the Dungeon Master
must not only know the rules but must also know how to apply the rules
fluidly to maintain a sense of excitement through description and
action. To facilitate this, the rules for combat have been kept as simple
as possible with much maneuver room left for the Dungeon Master.
They are designed to organize the action of combat yet enable the
INTIMIDATION: Intimidation checks are made in order make others fear DM to manipulate the rules in support of the narrative. Narrative
you or to dominate them into acquiescing to your demands. development is as equally important to the game as any combat’s
results. The rules of combat and its narrative development are
The result of the Charisma check made to intimidate an NPC or monster discussed below.
is the DC for that NPC’s or monster’s Charisma check. If their Charisma
check result equals or exceed the DC, the target resists the Intimidation THE COMBAT ROUND: If an encounter escalates into a combat
attempt. If the target fails the check, it gives into your demands (if able) situation, the time scale of the game automatically goes to rounds (also
until it can escape or get help. Afterwards, the NPC or creature will called melee rounds or combat rounds). Rounds are used to measure
strongly dislike, or be openly hostile to, that character. the actions of characters in combat (or other intensive actions in which
time is important).
PERSUASION: Charisma checks are commonly made to gain the good As stated earlier, a round is 10 seconds long. Six combat rounds equal
favor of others or, with hostile creatures, to prevent violence. 1 minute. This is particularly important to remember for spells that last for
When trying to persuade another creature, its initial attitude towards minutes, rather than rounds. The progression of a typical combat usually
the speaker sets the DC for the Charisma check. Most NPCs will have follows the following steps:
an initial attitude of neutrality towards player character, while most Combat Sequence
monsters dislike or hate humans and demi-humans. 1. Determine surprise. The DM determines whether either party
Initial Attitude Charisma Check DC involved in the combat encounter is surprised.
Friendly 6 2. Establish positions. The DM decides where all the characters and
Goodwill 10 creatures are located. Given the adventurers’ marching order or
Neutral 14 their stated positions in the room or other location, the DM figures
Dislike 18 out where the adversaries are - how far away and in what direction.
Hatred 22 3. Roll initiative. Each non-surprised group rolls for initiative. Surprised
groups do not get to roll initiative during the surprise round.
The attitude categories, and their social implications, are:
4. Take turns. Each participant in the battle takes a turn. The group
Attitude Implications Possible Actions with initiative goes first.
Friendly Will take risks to help you Protect, shelter, heal, aid 5. Make Morale checks, if needed, for NPCs and monsters (page 85).
Goodwill Wishes you well Offer advice or limited help 6. Begin the next round. When everyone involved in the combat has
Neutral Doesn’t much care Socially expected interaction had a turn, the round ends. Repeat step 4 until the fighting stops.
Dislike Wishes you ill Cheat, lie, avoid, slander, insult
Hatred Will take risks to hurt you Attack, interfere, berate, flee SURPRISE: A surprised party is caught unprepared, becoming aware of
The Persuasion check result determines the result of the interaction: their opponent a moment before it strikes. In such circumstances the
non-surprised combatants have an immediate advantage over the
Check Result Encounter Reaction surprised combatants. A group that is aware of another’s presence
Fails The target’s attitude is unchanged * cannot be surprised.
Succeeds The target’s attitude improves by one category * If a party can be surprised by opponents who are not attempting an
ambush (for example, a party of adventurers turning the corner of a

CHAPTER 5: THE ENCOUNTER 79


dungeon and stumbling into a band of trolls), one person from each Movement above for more details.
side can make a DC 10 Wisdom (Perception) check to avoid being
surprised. Typically, for a party of player characters or NPCs, the Pursuit: If either side wants to pursue the other, continue tracking
character with the best bonus to Wisdom (Perception) ability checks combatant’s turns normally until the pursuit is resolved or the pursuers
makes this roll. A party that fails this check is surprised and cannot act give up the chase.
during the surprise round. A party that succeeds may roll initiative and Monsters will chase fleeing characters if they are confident that they
act during the surprise round. can best them in combat.
When one group is trying to surprise their opponents, the potentially When resolving short chases, it’s impossible for a slow creature to get
surprised party rolls a group Wisdom (Perception) check. The result of away from a determined, faster creature without mitigating
this Wisdom (Perception) check sets the DC for the ambushing party’s circumstances, such as challenging terrain or limited visibility. Likewise,
group Dexterity (Stealth) check (see Group Skill Checks on page 70). If it’s no problem for a fast character to get away from a slower one. For
the ambushing party’s group Dexterity (Stealth) check does not equal extended chases, however, endurance becomes an important
or exceed this DC, the ambushed group gets to roll initiative and act consideration in determining the results of a pursuit.
during the surprise round.
Evading characters may be able to slow this pursuit by dropping items
or food. Unintelligent monsters will stop to eat food half the time (a result
INITIATIVE: Each round of combat should begin by determining which
of 1-3 on 1d6). Intelligent monsters will stop to pick up treasure half of
side has the initiative and acts first. To determine initiative, each side
the time. Burning oil will usually (but not always) slow or stop monsters
rolls a d20 (the DM rolls for the monsters). For player characters and
pursuing the characters.
NPCs, the group usually chooses the character with the best Dexterity
modifier to make the group initiative check. While Initiative is based on When the speeds of the two concerned combatants are equal, there’s
Dexterity, it is not a Dexterity ability check. a simple way to resolve a chase: If one combatant is pursuing another,
both are moving at the same speed, and the chase continues for at
The side with the higher roll may move and attack first in combat for
least a few rounds, have them make opposed Dexterity checks to see
that round. All combatants on that side act, and then the other side
who is the faster over those rounds. If the creature being chased wins,
gets to act.
it escapes. If the pursuer wins, it catches the fleeing creature.
The DM determines the turn order for monster or NPC groups, while the
Sometimes a chase occurs overland and could last all day, with the
players can decide the turn order for their group.
two sides only occasionally getting glimpses of each other at a
If both sides roll the same number, the DM may either demand that distance. In the case of a long chase, an opposed Constitution check
both sides roll again, or may consider movement and combat to occur made by all parties determines which can keep pace the longest. If
at the same time for both sides (known as simultaneous combat). the creature being chased rolls the highest, it gets away. If not, the
During simultaneous initiative, players act first and then NPCs/monsters chaser runs down its prey, outlasting it with stamina.
act. After all actions take place, the results of those actions are
resolved. If both sides tie on their initiative rolls, and combat is Tight Spaces and Rough Terrain: A creature squeezing through a
simultaneous, it is possible for both sides to be killed! narrow gap or moving over rough, slippery, or uneven terrain moves at
half of its normal Movement Rate.
COMBAT TURNS: A typical combat encounter is a clash between two Using Different Movement Rates: If you have more than one Movement
sides, a flurry of weapon swings, feints, parries, footwork, and Rate, such as your walking Movement Rate and a flying Movement
spellcasting. The game organizes the chaos of combat into a cycle of Rate, you can switch back and forth between them during your move.
rounds. A round represents 10 seconds in the game world. Whenever you switch, subtract the distance you’ve already moved
During a round, each participant in a battle takes a turn. Each side’s from the new Movement Rate. The result determines how much farther
turn order is determined by either the DM (for NPCs and monsters) or you can move. If the result is 0 or less, you can’t use the new Movement
the players. Once everyone has taken a turn, the fight continues to the Rate during the current move.
next round if neither side has defeated the other. Example: Cat Fletcher has a Movement Rate of 40’ per round. If she
On each combatant’s turn, the character, NPC, or monster can move squeezed 5’ through a half-closed doorway (at ½ of her normal
a distance up to its Movement Rate and take one action. Each Movement Rate), she could then walk another 30 feet at her normal
combatant may choose whether to move or take their action first. Movement Rate.

COMBAT MOVEMENT: On a combatant’s turn, each combatant may USING A COMBAT MAP (OPTIONAL)
move a distance up to its Movement Rate. If you play out a combat using a square grid and miniatures or other
tokens, each square on the grid represents 5 feet.
Each combatant can break up its movement on its turn, using some of
its movement before and after its action. If a combatant can make Movement Rate: When using a combat map, each combatant’s
more than 1 attack in a combat round it may break up its movement Movement Rate is broken up into 5-foot segments. This is particularly
between those attacks. easy if you translate your character’s Movement Rate into squares by
dividing the Movement Rate by 5. For example, a Movement Rate of
Example: Morgan Ironwolf has a Movement Rate of 20 feet. She can
30 feet translates into a Movement Rate of 6 squares. If grids are used,
move 10 feet, take an action, and then move the remaining 10 feet.
consider writing Movement Rate in squares on character sheets.
Defensive Movement: When moving past a hostile combatant or trying
Range: To determine the range on a grid between two things - whether
to move away from a foe, a character or monster must move at ½ of
creatures or objects - start counting squares from a square adjacent to
their normal Movement rate or suffer a free attack from each non-
one of them and stop counting in the space of the other one. Count
surprised foe within reach.
by the shortest route.
Withdrawing from combat with Defensive Movement allows a
character or creature to defend itself while moving away from COMBAT ACTIONS: During each round of combat, character may
enemies. move and take 1 action. Typical actions include making an attack,
casting a spell, using an item, or making an ability check. The following
Fleeing Combat: A character or creature may retreat from combat at
section describes the various actions a combatant can take on during
their full Movement Rate but draws parting shots from each non-
each turn of combat.
surprised foe within reach as it moves away. See Pursuit below for more
details. Attack: The most common action to take in combat is making an
attack, whether your character is swinging a sword, firing an arrow from
Occupied Squares: Combatants can’t move through, or end their
a bow, or brawling with fists.
movement in, an occupied square, unless the creature is much larger
or smaller than it (by at least 2 size categories). If a creature wishes to When attacking, a character makes a melee or missile attack. Some
move through an occupied square, it must move at ½ of its normal monsters, as well as high-level fighters, dwarves, and halflings, may
Movement Rate while in occupied squares or it suffers a free attack make more than 1 attack each melee round.
from the character or creature occupying the square. See Defensive

CHAPTER 5: THE ENCOUNTER 80


Cast a Spell: Spellcasters, such as magic-users and clerics, as well as
many monsters, have access to spells and can use them to great effect
in combat. Each spell has a casting time, which specifies whether the
caster must use an action, minutes, or even hours to cast the spell.
Casting a spell is, therefore, not necessarily an action. Most spells do
have a casting time of 1 action, so a spellcaster often uses his or her
action in combat to cast such a spell.

Dodge: A character or creature may forego making an attack or


casting a spell in order to focus entirely on avoiding attacks. Until the
start of its next turn, that combatant has a +4 bonus to Armor Class.

Make an Ability Check: A character may attempt to make an ability


check during combat. A Charisma check, for example, could be
made to intimidate or reason with foes, while a Dexterity check could
be made to slink away from the fight. An Intelligence check could be
made to look for a useful item (like a cask of oil) or for an escape route. Melee and Missile Attacks
When describing what type of ability check you wish to make, the DM An attack roll represents an attempt to strike at an opponent in
determines whether that action is possible and what kind of roll must be combat. When a combatant makes an attack roll, a d20 is rolled and
made to determine success or failure. all applicable modifiers are added to that roll. If the result equals or
exceeds the target’s Armor Class, the attack hits and deals damage.
Run: When your character takes the Run action, their Movement Rate
When in combat, a defender is often attacked from different directions.
is tripled for that round. Any increase or decrease to Movement Rate
A defender may be attacked by up to 8 opponents of the same size,
changes this running speed by the same amount.
with larger attackers counting as 2 opponents and smaller attackers
Example: Morgan’s Movement Rate of 20’ per round is reduced by counting as ½ of an opponent. For the purposes of combat, Small- and
half, to 10’ per round, because the floor of the ogre’s lair is strewn with Medium-sized creatures are considered to be the same size because
bones and other litter. As such, she could run 30’ through the ogre’s both take up a 5’ square on a battle mat.
lair. The hallway beyond the noisome lair is clean of debris so, if
Example: Morgan Ironwolf is attacked by a band of 8 orcs and 2 ogres.
continued to run next round, she could run 60’,
Humans are Medium-sized creatures and, as such, can be attacked by
Creatures taking the Run action cannot use Defensive Movement and 8 Medium-sized opponents. All 8 orcs could attack her, or 6 orcs and 1
reduces their Armor Class by 2. ogre could attack her, or 4 orcs and 2 ogres could attack her.
Use an Object: Combatants normally interact with an object while MELEE ATTACKS: Melee or hand-to-hand combat involves combatants
doing something else, such as when drawing a sword as part of an attacking foes within reach. Reach is 5’ for Small- and Medium-sized
attack (see the FREE ACTIONS section below) or kicking over a cauldron creatures or 10’ for Large creatures. Melee attacks are usually made
of boiling oil while moving out of a room. with hand-held weapons such as swords, war hammers, or axes. When
When an object, such as a wand, requires an action for its use, a unarmed, a character or NPC can make an unarmed strike that deals
character can take the Use an Object action. This action is also useful 1 point of damage. A few spells also involve making a melee attack.
when an item isn’t easily accessible or requires some time to handle A typical monster makes a melee attack when it strikes with its claws,
(e.g., finding a potion in a full backpack, digging 10 gold pieces out of horns, teeth, tentacles, or other body part.
a tied up coin purse, or operating a crank to lower a portcullis).
MISSILE ATTACKS: When making a missile attack, also called a ranged
FREE ACTIONS: A combatant’s turn can include a variety of flourishes attack, a combatant fires a bow or a crossbow, hurls a hand axe, or
that require neither the use of its action nor movement. A combatant otherwise sends projectiles to strike a foe at a distance. A monster might
can take no more than 3 free actions per round. There are several types shoot spines from its tail. Some spells also involve making a ranged
of free actions that can be taken: attack. Missile attacks cannot be made against adjacent foes (those
within 5 feet of the attacker).
Attack a Careless Opponent: Characters may take a parting shot
Missile attacks can only be made against targets within a specified
against a foe that is moving away from, or past, them without using
range. If a missile attack, such as one made with a spell, has a single
Defensive Movement, as a free action.
range, it can’t be used to attack a target beyond this range.
Control a Mount: A rider can command their mount to act and move All missile weapons may be fired up to their listed range (called close
in combat, with a Wisdom check, as a free action. range) without penalty. For each range increment beyond the first a
cumulative -2 penalty is applied to the missile attack roll. A thrown
Dismiss a Spell: Many spells with extended durations are dismissible by
weapon may be thrown up to 5 range increments away (the initial
their caster. All spells that require the caster’s concentration may be
range increment plus 4 increments beyond that) while other ranged
dismissed as a free action on the caster’s part.
weapons may be fired up to 10 range increments away.
Interact with an Object: Characters can also interact with one easily
Grenade-Like Missiles: Most grenade-like missiles are items of opportunity
accessible object or feature of the environment for free, during either
or necessity - flasks of oil or vials of holy water. As such, these items are not
their movement or their action.
listed on the equipment tables for range and damage. Most grenade-
Examples include drawing or sheathing a sword, opening or closing a like missiles have a close range of 10’.
door, picking up a dropped axe, taking a bauble from a table,
removing or putting a ring on your character’s finger, stuffing some • Flaming Oil: Oil causes damage only when it is lit. This normally
food into your character’s mouth, planting a banner in the ground, requires a two-step process - first soaking the target in flammable oil
quaffing all the ale in a flagon, throwing a lever or switch, pulling a torch and then setting it afire with a torch. Thus, using flaming oil often
from a sconce, taking a book from a shelf you can reach, extinguishing requires two successful attacks. A direct hit from flaming oil burns for
a small flame, donning a mask, pulling the hood of your cloak up and two rounds, dealing 1d8 points of damage per round. Those
over your head, putting your ear to a door, kicking a small stone, turning splashed by flaming oil take 1d4 points of “splash damage” for one
a key in a lock, tapping the floor with a 10-foot pole, or handing an item round (see below for more information on splash damage).
to another character. • Holy Water: Holy water affects most forms of undead and creatures
Speak: Characters can communicate however they are able, through from the Lower Planes. It has no effect against a creature in gaseous
brief utterances and gestures. form or undead without material form. It deals 1d8 points of
damage on a direct hit or 1d4 points of “splash damage” (see
Example: Morgan Ironwolf directs her mount to charge as a free action. below).
At the same time, she calls out a challenge to her foe (a second free
action) while drawing her sword (a third free action). If a grenade-like missile is off-target, it is important to know where it lands,
as an errant grenade-like missile could present a hazard to other

CHAPTER 5: THE ENCOUNTER 81


combatants. The process of finding where it lands is known as “scatter.” Example: A goblin hiding behind a clump of bushes is concealed. It can
First, determine the direction that the missing missile takes in relation to its be seen, but only with difficulty, and it’s no easy task to determine exactly
intended target. Roll a d8 and consult the following table: where it is. The bushes cannot stop an arrow, but they do make it less likely
Next determine how far off the mark the throw is. Roll a d2. The number that the goblin is hit. It gets a +1 bonus to its Armor Class.
rolled is the number of 5’ squares away from the intended target the
missile lands.

An errant grenade-like missile causes splash damage to all creatures in


the 5’ square where it lands, and in all adjacent squares.
Cover: Cover is provided by a barrier or obstacle that stands between
the attacker and its target, and only applies against missile attacks.
Attack Rolls Cover can be provided by stone walls, the corner of a building, tables,
doors, earth embankments, tree trunks, and magical walls of force.
When your character makes an attack, the player’s attack roll
determines whether the attack hits or misses. To make an attack roll, roll • Cover: At target has cover when an obstacle blocks at least half
a d20 and add the appropriate modifiers. If the total of the roll plus of its body. The obstacle might be a low wall, a large piece of
modifiers equals or exceeds the target’s Armor Class (AC), the attack furniture, a narrow tree trunk, or a creature, whether that creature
hits. The Armor Class of a character is determined during character is an enemy or a friend. Cover grants a +2 Armor Class Bonus.
creation, whereas the Armor Class of a monster is in its description. • Total Cover: A target has total cover if it is completely blocked by
ATTACK ROLL MODIFIERS: When a character makes an attack roll, the an obstacle. A target with total cover can’t be targeted directly
two most common modifiers to the roll are an ability modifier and the by a missile attack or a spell, although some spells can reach such
Attack Bonus that is based on the character’s class and level of a target by including it in an area of effect.
experience. Melee attacks add the combatant’s Strength modifier to Example: A goblin crouching behind a stone wall would be protected if
them, while missile attacks add the combatant’s Dexterity modifier. a Fire Ball exploded in front of the wall but would not be protected by
When a monster makes an attack roll, it adds a number equal to its Hit cover if the blast occurred behind it, on its side of the wall.
Dice to the attack roll. Creatures with less than 1 Hit Die get no bonus In missile combat against a target with another combatant as cover, it
to their attack roll. is important to know whether the cover was struck by an attack that
Some spells also require an attack roll. For melee spell attacks, the misses its target. In such instances the target gets the usual cover bonus
caster’s Strength modifier is added to the roll, while the caster’s to their Armor Class.
Dexterity modifier is added to ranged spell attacks. If the attack roll misses the target due to cover, but is high enough to
strike the Armor Class of the covering creature, the covering creature
Rolling a “Natural 1” or “Natural 20” is struck instead of the target.
Sometimes fate blesses or curses a combatant, causing the novice to
hit and the veteran to miss. Helpless Combatants: During melee combat opponents who are
• Natural 20: On a “natural 20” (a 20 is rolled on your d20) the attack magically sleeping, held, unconscious or otherwise helpless are
automatically hits, even the resulting attack roll total would normally automatically struck by any attack made against them. Outside of melee
miss. such opponents may be automatically slain, or bound as appropriate to
materials at hand, in one round. Note that this does not include normally
• Natural 1: On a “natural 1” (a 1 is rolled on your d20) the attack sleeping or grappled opponents.
automatically misses, even if the resulting attack roll total would
normally hit. Prone Combatants: Prone combatants, typically those lying on the floor,
suffer a -2 penalty to their Armor Class and attack rolls. The attack roll
CONDITIONAL MODIFIERS: The following modifiers are also applied to penalty doesn’t apply to crossbow attack rolls made by prone attackers.
attack rolls when warranted.
Stunned Combatants: Stunned combatants suffer a -2 penalty to Armor
Blinded Combatants: Combatants who cannot see due to darkness or Class and cannot act or move more than 5’ per round until they recover.
magical effects are considered blinded and have their Movement
Rate reduced to ½ of their normal Movement Rate, rounded down to Two-Handed Weapons: When wielding a melee weapon with two
the nearest 5’ increment. hands, the character gets a +1 bonus to their damage roll.
Those attacked by blinded combatants have total concealment (see Two-Weapon Fighting: Combatants may attack with one weapon in
below) and get a +4 bonus to their Armor Class. Blinded combatants each hand. When doing do, the combatant gains no additional
also suffer a -2 penalty to their Armor Class against foes that can see attacks per round but, instead, gets a +1 bonus to their attack roll with
them. one of those weapons.
Concealment: Combatants are concealed when dim lighting, fog, For Small-sized creatures, like halflings, both weapons must be Small
vegetation, or magic makes them difficult to see. melee weapons, such as daggers or hand axes. For Medium-sized
creatures, like humans, elves, dwarves, one weapon must be a Small
• Concealment: A concealed, but visible, target gets a +1 bonus to
melee weapon. For Large-sized creatures, like ogres, one weapon must
its Armor Class.
be a Medium-sized melee weapon, like a battle axe, and the other
• Total Concealment: A concealed target that cannot be seen gets may be a Large melee weapon, like a two-handed sword (Large-sized
a +4 bonus to its Armor Class. Invisibility and total darkness give a creatures can wield Large-sized melee weapons with one hand).
target total concealment against foes who cannot see them.

CHAPTER 5: THE ENCOUNTER 82


Combat Ability Checks a parting shot (see Attack a Careless Foe on page 81) from that
foe.
Battle often involves one combatant pitting their prowess against that • Push the target 5’ away, either to the side or backwards.
of their foe. Such challenges are represented by opposed ability
checks, where an attacker makes an ability check and their foe must • Knock down or trip the target, so that it is prone.
equal or exceed that roll on their own ability check. If the attacker fails the check, it ends its movement in the last square it
This section includes the most common combat actions that require entered before make the check.
opposed ability checks. The DM can use these as models for
improvising other opposed checks. Tumble: A combatant can attempt to tumble through, or past, a
hostile creature’s space. As an action the tumbler makes a Dexterity
Each of the following may be taken in place of the Attack action (see check contested by the target’s Dexterity check.
COMBAT ACTIONS on page 80) on a combatant’s turn:
If the tumbler wins the contest, it can move through, or past, the hostile
Disarm: A combatant can use a melee attack to knock a weapon or creature’s space once this turn, without drawing a parting shot (see
another item from a target’s grasp. The attacker makes a melee Attack a Careless Foe on page 81) from that foe. If not, it ends its
attack roll contested by the target’s Strength check. If the attacker movement in the last square it entered before make the check.
wins the contest, the attack causes no damage other than disarming If trying to tumble past several foes, each foe gets to make its own
the defender. Dexterity check to stop the tumbler’s movement.

Special Combat Rules


AERIAL COMBAT: In aerial combat, the creature highest in the air
usually has an advantage. (The DM may want to keep track of the
altitude of each creature on paper.) Usually, speed and altitude in
relation to one’s opponents will be most important.
In addition, characters casting spells or firing missiles in aerial combat
need a stable means of support. A Fly spell, a magic carpet, and the
like all provide a stable means of support. A mount that flies by
flapping its wings is definitely not stable!
The DM should feel free to add to these guidelines as needed; for
example, rules for climbing, diving, turns, crashing, and so on can be
added.
Surprise: Certain flying creatures with surprise may make a “swoop”
attack on a lower opponent. This attack, if successful, causes double
damage.
Missile Attacks: Characters firing a missile from an unstable support
have a -4 penalty on to their attack rolls.
If dropping a heavy object, like a rock, from a flying mount, the
attacker must succeed at an attack roll with a -4 penalty. If the attack
succeeds, it deals 2d6 damage.
Spellcasting: A character must have a stable support to cast spells.
Otherwise, they must make a DC 14 Concentration Check in order to
Grapple: When attempting to grab or wrestle with an opponent, a cast a spell. A failed Concentration Check means that the spell is lost.
combatant can use their action to grapple that foe. Most magic items do not require a stable support to use.
The target of the grapple must be no more than one size larger than MASS COMBAT: Although large-scale battles are beyond the scope of
its attacker. The attacker tries to grab its target by making a Strength these rules, the Advanced Dungeons & Dragons™ rules give guidelines
check opposed by the target’s Strength or Dexterity check (the target for mass combat and sieges.
chooses which ability to use). If one grappler is larger than the other,
the larger grappler gets a +2 bonus all Strength checks made to make NAVAL COMBAT: Naval combat between small watercraft usually
or resist a Grapple. starts with missile fire and magic. When the boats are close enough,
boarding maneuvers can be attempted.
If the attacker wins the contest, its target is grappled. A grappled
creature’s Movement Rate becomes 0. The grappled creature may If both ships’ crews want to grapple (link together through the use of
only attack the grappler and may only attack with a Small weapon or ropes and grappling hooks), the attempt is automatic. Otherwise,
natural attacks (e.g., a fist, bite, or claw). A grappled target cannot crew members may make a group Dexterity check to successfully
cast spells and must make a DC 14 Concentration Check on its turn to grapple the enemy vessel. The DC for this varies, depending on
maintain a spell that requires concentration while grappled. circumstances, but should range between 12 and 16. Grappling may
be attempted each round that the ships are adjacent. Once the ships
The grappler may only attack the grappled creature and may only
are grappled, the boarding battle is fought as any other melee
attack with a Small weapon or natural attacks (e.g., a fist, bite, or
combat. The boarding action continues until the crew of one ship is
claw). The grappler may not cast spells while grappling.
killed or surrenders.
Both the grappler and its grappled opponent suffer a -2 penalty to
Armor Class and the grappler’s Movement Rate is reduced to 5’ per MOUNTED COMBAT: Combat-trained mounts, such as war horses, may
round. If the grappler is two or more size categories larger than its be ridden into combat without the need to make a Wisdom check.
grappled foe, it ignores this Armor Class and Movement Rate penalty. When fighting from a combat-trained mount, the rider can direct the
mount to move while still taking his or her action for the round, by
A grappled target can use its action to escape. To do so, it must win a
making a DC 14 Wisdom check as a free action (see FREE ACTIONS on
Strength or Dexterity check opposed by the attacker’s Strength check.
page 81). The mount acts on the rider’s turn.
Shove: A combatant can try to force its way through an opponent’s Mounts that are not combat trained, such as donkeys and riding
space or knock their foe aside. The combatant initiating the shove or horses, must always be coaxed into combat with a DC 14 Wisdom
trip makes a Strength check opposed by its target’s Strength check. check. This check requires the use of an action at the start of combat.
The larger combatant gets a +2 bonus to its Strength check. When fighting from an untrained mount, the rider can direct the mount
to move while still taking his or her action for the round, by making a
If the mover wins the contest, it can do one of the following:
DC 18 Wisdom skill check as a free action (see FREE ACTIONS on page
• Move through the target’s space once this turn, without drawing 81). The mount acts on the rider’s turn.

CHAPTER 5: THE ENCOUNTER 83


Mounting or dismounting a creature uses ½ of the rider’s movement Minimum Damage: If penalties reduce the damage result to less than
for the round. 1, a hit still deals 1 point of damage.
Lance Charge: If a mounted combatant charges towards an Damage Resistance and Vulnerability: Some creatures and objects
opponent at the mount’s full Movement Rate, her or she may make a are exceedingly difficult or unusually easy to hurt with certain types of
lance (spear) charge attack against that opponent. On a successful damage.
attack, a lance charge deals double damage (2d6).
If a creature has resistance to a type of damage, damage of that type
UNDERWATER COMBAT: Non-aquatic creatures can have is halved against it. If a creature or an object has vulnerability to a
considerable difficulty when fighting in water. All melee attacks made damage type, damage of that type is doubled against it.
suffer a -2 attack and damage penalty, unless the weapon is a Both resistance and vulnerability are applied after all other modifiers
dagger, short sword, spear, or trident. Non-aquatic creatures also to damage.
suffer a -2 penalty to their Armor Class when under water.
Immunities: Many creatures are immune to one or more forms of
Missile weapons may not be used unless the weapon is a crossbow, attack. A creature with immunity to a particular effect cannot be
javelin, trident, or dart designed specifically for underwater use. harmed or otherwise hindered by such effects. Examples of immunities
include, but are not limited to immunity to:
• Disease
• Charm spells (including Command, Geas, and Hold Person)
• Fear
• Ghoul’s paralysis
• Non-magical weapons (see Weapon Immunity below)
• Poison
• Sleep spells
Plant creatures, for example, are immune to Cham spells (except for
Charm Plants) and fear effects. Undead creatures, on the other hand,
are immune to disease, Charm spells, fear, and poison. Creatures with
innate poison or disease attacks are immune to the harmful effects of
their own poison or disease. Individual creature’s immunities are listed
and described in CHAPTER 6: MONSTERS.

Weapon Immunity: Some monsters, particularly lycanthropes and


powerful undead such as vampires, are immune to normal weapons.
Damage and Healing Attackers need special weapons to hurt them. The most common of
these are silver and magical weapons.
Injury and the risk of death are constant companions of those who
explore the worlds of D&D. The thrust of a sword, a well-placed arrow, Special weapon requirements are listed in the monster descriptions as
or a blast of flame from a Fire Ball spell all have the potential to “silver or magic weapons to hit” or something along those lines. The
damage, or even kill, the hardiest of creatures. listed weapon type must be used to damage the monster. Magical
weapons are of greater power than silver weapons and, as such, can
ABILITY DRAIN: Some undead creatures drain ability scores, rather strike creatures that normally can be hit by only silver weapons.
than levels of experience, with their energy drain ability. If permanent, Even creatures immune to certain weapons can be affected by
nothing short of a Restore spell reverses such ability loss. Ability drain magical spells, unless a specific immunity to a spell or group of spells is
results from the attacks of undead creatures, such as shadows. The listed in the description.
Feeblemind spell permanently lowers the target’s Intelligence score
but, unlike ability drain attacks, cannot be reversed through the use of When a creature is hit by a weapon to which it is immune, the attack
a Restore spell. Only a Heal, Dispel Magic, Miracle, or Wish spell may appears to leave a visible wound. However, no points of damage are
be used to cancel the effects of Feeblemind. inflicted.
Example: A vampire strides across the banquet hall toward Morgan
Ironwolf and her fellow adventurers. Fearfully, they fire a volley of
arrows at it.
Three arrows hit, but the vampire doesn’t even break his stride. They
watch, aghast, as he disdainfully plucks the arrows from his body.
Just as he closes with them, Morgan swings and hits him with her
magical longsword. The vampire’s smug look of overconfidence is
transformed to one of snarling rage as he realizes with a shock that
one of these sniveling humans has hurt him!
The DM may want to allow other attacks to hit such creatures in two
circumstances:
First, attacks by other “unhittable” creatures may be allowed (for
ATTACK DAMAGE: Each weapon, spell, and harmful monster ability example, a lycanthrope could attack a wight).
specifies the Hit Point damage it deals. Roll the damage die or dice,
add any modifiers, and then reduce the target’s Hit Points by this Second, attacks by monsters with more than 4 or more Hit Dice may
amount. Magic weapons, special abilities, and other factors can grant be allowed (e.g., an owlbear could attack a wererat).
a bonus to damage.
HIT POINTS: Hit Points represent a combination of physical and mental
When attacking with a melee weapon, thrown weapon, or unarmed durability, the will to live, and luck. Creatures with more Hit Points are
strike, characters add their Strength ability modifier to the damage. A more difficult to kill. Those with fewer Hit Points are more fragile.
spell tells you which dice to roll for damage and whether to add any
A creature’s current Hit Points (usually just called Hit Points) can be any
modifiers.
number from the creature’s Hit Point maximum down to 0. This number
If a spell or other effect deals damage to more than one target at the changes frequently as a creature takes damage or receives healing.
same time, roll the damage once for all of them.
Whenever a creature takes damage, that damage is subtracted from
Example: When a magic-user casts Fire Ball the spell’s damage is its Hit Points. The loss of Hit Points has no effect on a creature’s
rolled once for all creatures caught in the blast. capabilities until it drops to 0 Hit Points.

CHAPTER 5: THE ENCOUNTER 84


Describing Hit Point Loss: DMs describe Hit Point loss in different ways. Lawful retainers have a +2 adjustment to their Morale Score. Chaotic
When a creature’s Hit Point total nears half if its Hit Point maximum, it retainers have a -2 adjustment to their Morale Score.
shows signs of wear, such as cuts and bruises. A score of 9-12 is average. A score of 3 means that the monster will not
An attack that reduces a creature to 0 or fewer Hit Points deals a fight. A score of 18 means that the monster will fight to the death
mortal wound, leaving a bleeding injury and major trauma. without checking morale. Creatures with a morale score between 3
and 18 will need to “check morale” at some time during a battle, as
Zero Hit Points: When a living creature drops to 0 or fewer Hit Points, it explained below.
is dying. A living creature that is knocked below 0 Hit Points by an
attack that dealt more than 15 points of damage is instantly killed. Morale Score Modifier
Otherwise, it is reduced to 0 Hit Points, rendered helpless, and dying. 3 -3
If not healed or stabilized (see below), a dying creature will die in 3 4-5 -2
melee rounds. A dying creature that is wounded again dies. 6-8 -1
9-12 ±0
Non-living creatures, such as undead monsters or animated creatures, 13-15 +1
are destroyed or rendered inert when they reach 0 Hit Points. 16-17 +2
Subdual Damage: Sometimes an attacker wants to knock out a foe, 18 +3
rather than kill it.
WHEN TO CHECK MORALE: Morale checks are made in circumstances
When an attacker reduces a creature to 0 or fewer Hit Points with a where the loyalty or bravery of the monster or retainer is tested. The
melee attack, the attacker can choose to knock the creature out following chart gives some examples of circumstances that warrant
rather than deal a lethal blow. The attacker can make this choice the morale checks, and possible outcomes of failed checks:
instant the damage is dealt. The creature falls unconscious and is
Circumstance Failure Indicates
stable at 0 Hit Points.
50% loss of allies* Flees
Stabilizing a Dying Creature: The best way to save a creature with 0 Abandoned Flees
or fewer Hit Points is to heal it. If magical healing is unavailable, the Faced by an obviously superior enemy Desertion
creature can at least be stabilized so that it doesn’t die through blood Has a chance to steal goods Steals
loss. Leader lost* Flees
A character can use an action to make a DC 10 Intelligence check. Left alone in possible danger Desertion
A successful roll indicates that the target is stabilized and unconscious, Offered bribe Accepts bribe
at 0 Hit Points. Ordered into extreme danger Desertion
Ordered into possible danger Refusal
RECOVERING HIT POINTS: Unless it results in death, damage isn’t Ordered to testify against leader Agreement
permanent. Even death is reversible through powerful magic. * Lost allies or leader are slain, captured, incapacitated, or have fled.
A creature that has died can’t regain Hit Points until magic such as the HOW TO CHECK MORALE: During combat it is often necessary to check
Raise Dead spell has restored it to life. a retainer’s or monster’s morale to see if it will continue to fight. As
Resting: Rest can restore a creature’s Hit Points. A character or noted above, morale checks may also be made to check a retainer’s
creature that rests for at least 8 hours recovers 2 Hit Points plus a loyalty to the party or a monster’s loyalty to its leader.
number of Hit Points equal to their Attack Bonus (based upon their Morale checks are made just like an ability check: Roll a d20, add the
character class and level of experience) when resting. Monsters Morale modifier (see the table above), and add the Experience Bonus
recover 2 Hit Points plus a number of Hit Points equal to their Hit Dice. (see page 69) for NPCs or a bonus equal to ½ of the Hit Dice for
Characters can only recover Hit Points once per day by resting. monsters.
Magical Healing: Magical methods such as a Cure Light Wounds spell If the result is greater than the Morale Check DC, the monster or
or a potion of healing remove damage in an instant. retainer continues to fight their ground or, in the case of a test of
loyalty, remains loyal.
When a creature receives magical healing, Hit Points regained are
added to its current Hit Points. A creature’s Hit Points can’t exceed its If the result is less than the Morale Check DC, the retainer or monster
Hit Point maximum, so any Hit Points regained in excess of this number will try to fallback or retreat. If that is not possible, it will parley or
are lost. surrender. In the case of a test of loyalty, a failed check means that
the retainer or monster turns against their master in an act of self-
Different methods of healing may be used together: a character
preservation or outright betrayal.
might rest for 8 hours and also be healed by a Cure Light Wounds spell
while resting. Retainers do not need to check morale in combat unless the danger
is greater than might reasonably be expected. If a retainer is given a
Morale (Optional) full share of treasure for several adventures, his or her Morale Score
might permanently become 1 higher than the original Morale Score.
Morale should never be checked more than twice per encounter. If
monsters or NPCs make two morale checks, they need make no
further checks.

Circumstances DC
Bribed to betray a generous leader 6
Bribed to betray a fair leader 8
Bribed to betray an average leader 10
Bribed to betray a poor leader 12
50% of allied forces are slain or otherwise lost 12
Leader slain or otherwise lost 12
Facing a superior enemy or force 14
All NPCs and creatures have a Morale Rating. This rating comes into
Forced to take undue risks 14
play whenever that NPC’s or creature’s loyalty or courage is in
Forced into extreme danger 18
question. Morale Ratings have corresponding Morale Scores that are
Abandoned by allies 18
handled much like an ability score, and typically range from 3-18.
Facing a vastly superior enemy or force 18
MORALE SCORES: A monster’s morale score is given in each monster Unable to affect foes* 22
description. This score is a number from 3-18. The higher the morale * Creatures protected from attack by magic, or which require magic
score, the better the morale. weapons to be struck and group does not possess these.
To generate the Morale of NPC retainers, roll 3d6 and add the
Charisma modifier of the character who has hired the retainer.

CHAPTER 5: THE ENCOUNTER 85


Example of Combat secret door, and two that were just beyond the opened secret door.
After casting the spell, Silverleaf moves behind his allies.
Four player characters, Morgan Ironwolf (2nd level fighter), Silverleaf
(2nd level elf), Fredrik (1st level dwarf), and Sister Rebecca (2nd level The hobgoblin leader is out of action, so the DM decides to check the
cleric) enter a room through a secret door which was detected and hobgoblins’ morale. Normal hobgoblin morale is 13 (+1 modifier) so the
opened by Fredrik. The room appears to be empty. While they are DM rolls a d20 and adds 1 to the Morale Check roll. The DM rolls a 13,
searching for it, a second secret door opens (which Silverleaf and Sister so the hobgoblins will fight on.
Rebecca did not find) and the first pair of 12 hobgoblins walks in. On the hobgoblins’ turn the 6 remaining hobgoblins enter the room
The DM checks for surprise for the hobgoblins, who fail a group Wisdom and close to the engage the party in melee. The hobgoblins move up
(Perception) check with a roll of 5. Silverleaf, the player with the best to the party’s defensive line and attack Fredrik, Sister Rebecca, and
Wisdom ability check bonus (+4), makes the Perception check on Morgan.
behalf of the players and fails with a total roll of 9. The two groups The first hobgoblin attacks Fredrik, rolls a 16 and adds 1 to the roll
stare at each other for a few moments. (because it has 1 Hit Die). This hits Fredrik’s Armor Class of 15 and deals
As Silverleaf is the only member of the party who speaks Hobgoblin, 8 points of damage! Poor Fredrik had only 6 Hit Points, so he is reduced
the other characters elect him as their spokesman. The player who to 0 Hit Points and dying. If the attack had dealt 15 or more Hit Points
runs Silverleaf becomes the caller. He quickly warns his allies that he of damage, Fredrik would have been instantly killed.
may have to use his Sleep spell.
The second hobgoblin attacks Morgan. Her Armor Class is 16, since
Silverleaf steps forward with both hands empty in a token of friendship. she had her bow out (which requires two hands, so her shield was not
and says “Greetings, noble dwellers of deep caverns: can we help included in her Armor Class total). The DM rolls a 15 and adds 1 for a
you?”. Just in case, Silverleaf is thinking of the words he must chant to total of 16. This hits and Morgan takes 4 points of damage - not quite
cast his spell. enough to reduce her to 0 Hit Points.

The DM decides that Silverleaf’s open hands and words in the The third hobgoblin strikes the helpless and dying Fredrik, automatically
hobgoblins’ language are worth +1 on the Charisma ability check that striking, and instantly killing, him.
is made to persuade the hobgoblins. Since the hobgoblins hate both
elves and dwarves, and aren’t too fond of humans either, the DM sets The fourth hobgoblin attacks Morgan, rolls an 8, and misses her.
the DC of the Charisma check at 22 (see page 79). The fifth and sixth hobgoblins attack Sister Rebecca. Fortunately for
Unfortunately, Silverleaf’s player rolls a total Charisma check of 10, her, both hobgoblins fail to roll high enough to strike her Armor Class of
which fails the check 12 points (not good enough to even allow 15.
Silverleaf to continue parleying). The hobgoblins draw their weapons, Morgan drops her bow, draws her sword, and kills one of the
but do not attack. hobgoblins that is attacking her. Both Sister Rebecca and Silverleaf
The largest of the hobgoblins shouts, in his language, “Go away! attack and, together, kill one hobgoblin. This leaves 4 hobgoblins
You’re not allowed in this room!” standing.

“It’s okay: Gary sent us.” Silverleaf answers. It is now the hobgoblins’ turn to act. The DM decides to check the
hobgoblins’ morale again, since only one third of them remain and
“Huh?” the hobgoblin leader wittily responds as the remaining their leader is slain. He sets the DC at 14, since they are facing superior
hobgoblins start to file into the room and draw their weapons, signaling foes, but only rolls a 9 for the Morale Check.
the start of combat.
The last four hobgoblins drop their weapons, and shout (in Hobgoblin.
The DM rolls an 8 for the hobgoblins’ initiative and Silverleaf, who has of course). “We surrender! We’ll tell you all about this room if you don’t
the best Dexterity modifier in the party (+2) rolls a total of 11 for the kill us!” If the hobgoblins had made their Morale Check, they would
party, so the party has the initiative. have continued to fight to the death.

Silverleaf has already warned the others that he is going to throw a Silverleaf tells the party what the hobgoblins have said. The characters
Sleep spell if the hobgoblins attack, so the party has Silverleaf act last, accept the surrender, tie up all the hobgoblins, and remove their
so that the rest of the party can move to form a defensive line across weapons. The helpful hobgoblins not only tell the party where the
the room (and away from the spell’s area of effect) on their turns. treasure is, but how to avoid the poison needle trap which guards the
lock on the chest.
Morgan moves and fires her short bow at hobgoblin #1 (the largest
hobgoblin). She has a +5 bonus to her short bow attack rolls and rolls Before the party leaves, they gag the hobgoblins, to make sure that
a 10 on the d20, for a total of 15. The hobgoblins have a 14 Armor no alarm will be raised. Morgan is Neutral in alignment and argues that
Class, so this hits. She rolls 1d6 for the arrow damage and rolls a 4. This it is not safe to leave a sure enemy behind them, even if that enemy is
wounds hobgoblins #1, who had 7 Hit Points. The 4 points are temporarily helpless. Silverleaf is also Neutral, but he believes that the
deducted from these Hit Points, leaving it with 3 Hit Points. hobgoblins are too terrified to be of any further threat. If Morgan wants
to kill the prisoners, he won’t help her, but he won’t stop her, either.
Fredrik moves next and, once next to Morgan, throws his hand axe at
the hobgoblin next to largest hobgoblin. He has a +1 bonus to attack Sister Rebecca, a Lawful cleric, is shocked by Morgan’s suggestion.
rolls when fighting hobgoblins, so he has a total attack bonus of +4. She tells Morgan that a Lawful person keeps her word, and that she
He rolls an 11 on the die, for a total of 15, which hits. He also gets a +1 promised the hobgoblins that they would be spared. Her god would
damage bonus when fighting hobgoblins. Thrown weapons also add never allow her to heal someone who killed helpless prisoners...
the wielder’s Strength modifier to the damage roll, so he gets an
additional bonus (+2) to the 1d6 damage roll. He rolls a 4 on the d6 Morgan agrees that killing captives is wrong, and that it was only the
and adds 3 points of damage, for a total of 7 Hit Points of damage. great pain from her wound which caused her to say such things. Sister
This kills hobgoblin #2. Rebecca casts her Cure Light Wounds spell on Morgan. It does 5 points
of healing, bringing Morgan back to her normal 7 Hit Points.
Sister Rebecca is pulls out her mace, braces her shield, and falls back
beside Morgan and Fredrik. She doesn’t move up to attack the Faced with the loss of their boon companion, Fredrik, the party is now
hobgoblins because she only moves 20’ per round. As such, she left to consider their next course of action. Having already lost their
doesn’t move fast enough to move up, attack, and then move back thief, Black Dougal, to a poison needle trap in the previous room, they
to the defensive line. must decide on whether to press onward in their search of the
Haunted Keep or return to town of Luln to enlist the help of other
Silverleaf casts his spell and finds that 10 levels of monsters fall asleep. adventurers.
Since hobgoblins have 1+1 Hit Dice, they are treated as 2 Hit Die
monsters for this purpose. Therefore, five hobgoblins fall asleep: the
wounded hobgoblin (#2), the pair that just started coming through the

CHAPTER 5: THE ENCOUNTER 86


CHAPTER 6: MONSTERS “Hit Dice” also determines a monster’s attack bonus (+1 per Hit Die)
and the number of Experience Points a character will get for defeating
Any creature that is not a player character is called a monster. Even it. The Experience Points for Monsters table is arranged by the
non-player characters (NPCs) are considered monsters for the monster’s Hit Dice. In each monster’s description, an asterisk (*) after
purposes of setting up encounters and awarding Experience Points. the Hit Dice means that the special abilities bonus should be added
Monsters may be friendly or unfriendly, wild or tame, normal beasts or when the DM gives out Experience Points. Two asterisks means that the
fantastic. The DM will choose, from these monsters, the friends and special abilities bonus should be added twice when the DM gives
opponents of the players. Experience Points.

CHECK BONUS: The Check Bonus, equal to ½ of the monster’s Hit Dice,
General Terms is applied to all Saving Throws and Morale Checks for the monster. The
The monsters are listed in alphabetical order to aid quick reference. DM can adjust this bonus when making an ability check or Saving
The monsters in this section and their abilities are of the strength and Throw for which the creature is well, or poorly, suited. Unintelligent
type most commonly encountered. The DM may wish to make these monsters, for example, should make Intelligence, Wisdom, and
monsters stronger or weaker to suit the needs of the campaign. When Charisma ability checks and Saving Throws with ½ of this bonus.
adjusting the strength of a monster, the DM must also adjust the other Example: An animal-type monster with 4 Hit Dice will makes INT, WIS,
abilities, such as Armor Class, Movement Rate, Damage, and Special and CHA saves with a Check bonus of 1 rather than 2.
Attacks or Defenses so that they balance with the monster’s adjusted
Hit Dice. The DM may also create other monsters after becoming Many creatures get a bonus to specific ability checks and/or skill
familiar with the monsters in this book, perhaps basing such monsters checks, such as bonuses to all Wisdom (Perception) checks or
on creatures the DM has read about in works of fantasy or science Dexterity (Stealth) checks. This is in addition to the creature’s usual
fiction. Check Bonus.

Some of the monsters’ names are followed by an asterisk (*). This MORALE: Morale shows the suggested Morale Score. When making
means that magic and special or magic weapons are necessary to Morale Checks, the DM adds the monster’s Check Bonus to the d20
fight the monster. It is recommended that these monsters be used with die roll. If the roll does not equal or exceed the Morale Check DC, the
caution. monster will try to run away or surrender.

ARMOR CLASS: The Armor Class (AC) of each monster is given as a MOVE: Move (short for Movement Rate) gives the number of feet a
number similar to the AC of characters. The number is based on both monster may move in one melee round. Some monsters will have two
the toughness of a monster’s skin or clothing and on the monster’s Movement Rates; the first rate is the speed of the monster when
speed and agility. walking, and the second rate is a special form of movement such as
swimming, flying, or climbing.
ATTACKS: Attacks gives the number and type of attacks which the
monster may make in one round, and shows how much damage NO. APPEARING: Number Appearing, abbreviated as No. Appearing
each attack deals. gives the suggested number of that monster type which will appear
Damage gives a range of points of damage caused if the monster’s when encountered on the same dungeon level as that monster’s Hit
attacks are successful. When a monster can make several attacks in Dice (or monster level).
one round, the attacks and damages are given in the same order. Example: If a monster has 3+1 Hit Dice and the Number Appearing is
Example: “Attacks: 2 claws, 1 bite, 1-4, 1-4, 2-12” means that the 1-6, then 1d6 of those monsters may be commonly encountered on
monster’s claw attacks may each do 1-4 (1d4) points of damage, and the 3rd dungeon level. When the same monster is met on levels
the bite may cause 2-12 points (2d6) points of damage if successful. greater than the monster’s level, more monsters should be
encountered or when encountered on levels less than the monster’s
When a monster makes a successful attack, the DM should roll dice level, fewer monsters should be found.
corresponding to the damage range to determine the damage done
(i.e., 3-18 = 3d6). Special attacks may also be listed under damage, such Example: If the 3+1 Hit Dice monsters mentioned above are
as poison, petrification (turn to stone), paralysis, energy drain, and so on. encountered on the 1st dungeon level, only 1-2 or 1-3 might be
encountered. On the 5th level, 2-12 or 2-16 of the monsters might be
DARKVISION: All non-human monsters have Darkvision and may see up found. The exact number is left to the DM’s choice.
to 60’ away in darkness. Darkvision is black and white only but otherwise The number given in parentheses after the Number Appearing is the
like normal sight. Darkvision does not grant the ability to see in magical suggested number (if any) of that monster which might be met in the
darkness but negates penalties for naturally dim or dark areas. monster’s lair (home) or in the wilderness.
HIT DICE: Hit Dice gives the number of eight-sided dice (d8) to be used Monster lairs in wilderness will usually be 5 times the number normally
to determine a monster’s Hit Points, as well as any adjustments to the met in dungeons. A “0” given as the Number Appearing means that
Hit Points (+ or -). the monster will not usually be found in a dungeon (or wilderness, for
Example: To determine the Hit Points of a monster with 3+1 Hit Dice, roll a “0” in parentheses).
3d8 and add 1 to the total. The DM will always use eight-sided dice to SPECIAL ATTACKS: Some notes on the special attacks of each
find a monster’s Hit Points. creature follow:
“Hit Dice” also represents the level of the monster and the dungeon Acid: This is a special attack used by gray oozes and ochre jellies. A hit
level on which it is most commonly found. In general, a monster’s level scored against the character’s Armor Class means that the acid has
equals its number of Hit Dice, ignoring any pluses or minuses. reached the skin. The acid damage will be determined (no longer
Example: A monster with 3+1 Hit Dice is a third level monster and is needing a roll “to hit”) for as long as the character stays in contact
most commonly found on the 3rd level of any dungeon. with the monster, and until the acid is washed off (with water or wine).
Acid attacks will destroy non-magical armor in a number of rounds
Note: If a monster has several special powers, the DM may consider it
given in the creature’s description.
one or two levels greater than its Hit Dice.
A black dragon’s acid breath weapon is different and causes
A monster’s level is only a guide, and a monster could be found
damage for only one round per breath and then it is neutralized. It
anywhere in a dungeon, whatever the level. However, as a general
does ½ damage if the Dexterity Saving Throw is made, and armor will
rule, it is useful to limit monsters to 2 dungeon levels higher or lower
only be destroyed if the character dies.
than their Hit Dice. When monsters are encountered on dungeon
levels less than the monsters’ level, there should be fewer monsters Charge: When a creature rushes into melee combat this is called a
than normal. And when monsters are met on dungeon levels greater charge. A charge cannot be made after the opponents have closed
than the monsters’ level, there should be more monsters than normal. to melee range, nor can it be made in forest, mountain, jungle,
swamp, or rough terrain which prevents running. The charging
Example: A 4th level monster might be found anywhere in dungeon
creature must move at least 30 feet in a melee round.
levels 2 through 6, but it is not likely to be found on the 1st or 7th levels
except one at a time (on the 1st level) or in large numbers (on the 7th A successful charge attack by a creature with large horns or tusks does
level or below). double damage to an opponent.

CHAPTER 6: MONSTERS 87
Characters can set a spear or pole arm, by bracing it against the A swallowed creature will take the given amount of damage each
ground, if they have initiative over the creature, and set the weapon round until either the character or the monster dies. A swallowed
on their action. Hits on charging creatures by braced spears or pole creature with an edged weapon may attack the creature from inside,
arms do double damage. with a -4 penalty on its attack rolls.
Charm: A character who fails its Charisma Saving Throw from a charm Being swallowed may have other effects, depending on the monster
attack (such as from a harpy) is unable to make any decisions. A (paralysis, loss of consciousness, etc.). In 1d6 hours after death, the
charmed character will be unable to attack or harm the charming victim will be completely digested and not recoverable.
monster in any way, and will obey simple commands the monster Swoop: This is a diving attack, used by certain flying monsters. If the
makes, if understood (if the monster speaks Common or if the flier has surprise, the swoop attack does double damage.
character can understand the monster’s language).
Swoop attacks cannot be attempted against opponents hidden by
If a charmed character cannot understand a monster, he or she will cover. In addition, on a roll of that beats the target’s Armor Class by 5
try to keep that monster safe from harm. Charmed characters are too or more points, the target is grasped by the creature. If smaller than
confused to use any spells or magic items. The death of the charming the swooping creature, the monster will try to carry the target away.
monster will usually break this type of charm. (A charm may be If the character is too heavy, the monster will release him or her and
magically dispelled.) attack normally the next round.
Continuous Damage: Certain attacks (constriction, blood drain, Trample: This attack is an attempt by a monster to use its superior size
swallow, etc.) will automatically continue to do damage after the first and weight to crush an opponent. Creatures with a trample attack
hit is scored. Usually, the monster must be killed to rescue the victim. have a 75% chance per round of using it, and a 25% chance of using
Disease: When a character takes damage from the natural attack of a different attack. Trample attacks add +4 to a monster’s attack rolls
a diseased creature, rests in a disease-ridden area, or ingests diseased against smaller creatures but allow those targets the take parting shots
food he or she must make a Constitution Saving Throw in order to avoid as they pass.
its ill effects. The DM may wish to allow herds of 20 or more normal animals, such as
The DC of the Constitution save is usually 10 + ½ of the Hit Dice of the horses, to stampede and trample. A herd will cause 1-20 points of
monster. Unless otherwise noted, a diseased character is sickened. damage when trampling.
Sickened creatures suffer a -2 penalty to Strength and Dexterity
checks, as well as attack and damage rolls, and take a -2 penalty to SPECIAL DEFENSES: Some monsters that are enchanted, magical in
their Armor Class. The Movement Rate of sickened creatures is nature, or have special abilities will often have immunities or resistance
reduced by half. to certain types of attacks, as noted in their description.

Energy Drain: A successful hit by a wight will drain energy from the Damage Resistance and Vulnerability: Some creatures and objects
victim unless it makes a Constitution Saving Throw. Each Energy Drain are exceedingly difficult or unusually easy to hurt with certain types of
will destroy one level of experience of a character, or one Hit Die of a damage. If a creature or an object has resistance to a damage type,
monster. Some Energy Drain attacks drain one or more ability scores, damage of that type is halved against it. If a creature or an object has
rather than levels of experience. vulnerability to a damage type, damage of that type is doubled
against it.
Unless specified, assume that the DC of the Constitution save is 10 + ½
of the Hit Dice of the monster. Both resistance and vulnerability are applied after all other modifiers
to damage. Multiple instances of resistance or vulnerability that affect
The creature drained of energy loses all the benefits (attack level, the same damage type count as only one instance.
saving throws, spells, etc.) of the former level. This effect cannot be
cure with any magic short of a Restore spell. Immunities: Many creatures are immune to one or more forms of
attack. A creature with immunity to a particular effect cannot be
Gaze Attacks: Monsters with a gaze attack, such as the basilisk, have harmed or otherwise hindered by such effects. Examples of immunities
the power to affect an opponent simply by making eye contact. This include, but are not limited to immunity to disease, Charm spells, fear,
makes these creatures incredibly dangerous, for the slightest glance ghoul’s paralysis, normal weapons (see Weapon Immunity below),
can cause great harm. poison, or Sleep spells.
Characters who look directly at such creatures in order to attack Plant creatures, for example, are immune to Charm spells (except for
them, or those who are surprised by the creature, automatically meet Charm Plants) and fear. Undead and animated creatures, for
the creature’s gaze. These unfortunate characters must make a example, are immune to disease, Charm spells, fear, energy drain,
Wisdom Saving Throw to avoid the effects of the creature’s gaze paralysis, and poison. Creatures with innate poison or disease attacks
attack. Such attackers undergo the gaze attack each round they are immune to the harmful effects of their own poison or disease.
attack.
Regeneration: Creatures with this ability recover from wounds quickly.
Unless specified, assume that the DC of the Constitution save is 10 + ½ Damage dealt to the creature heals at a fixed rate per round, as given
of the Hit Dice of the monster. in the creature’s entry. Certain attack forms, typically fire and acid,
Blind-folded characters are immune to these attacks but suffer the deal damage to the creature that cannot be healed through
penalties for being blinded (see page 82). regeneration. Such damage must be healed naturally.
Paralysis: When a character is hit by a paralyzing attack and that A regenerating creature that has been rendered unconscious must be
character fails his or her Strength Saving Throw, the character is burned or immersed in acid in order to be killed, as creatures with
“frozen” and unable to do anything, but is not dead. The character regeneration can regrow lost portions of their bodies and can
remains fully aware of things happening in the area, but is unable to reattach severed limbs or body parts. Severed parts die if they are not
do anything that requires movement (speaking, spell casting, and so reattached.
forth) until the paralysis wears off. Unless specified, assume that the DC Weapon Immunity: Some monsters, particularly lycanthropes and
of the Strength save is 10 + ½ of the Hit Dice of the monster. powerful undead such as vampires, are immune to normal weapons.
Unless otherwise stated, paralysis will last for 2-8 (2d4) turns. A Remove Special weapon requirements are listed in the monster descriptions as
Paralysis spell will remove paralysis. Any attacks on a paralyzed “silver or magic weapons to hit” or something along those lines. The
creature will automatically hit (only a roll for damage is necessary). listed weapon type must be used to damage the monster. Magical
Paralysis itself has no permanent effects of any kind. weapons are of greater power than silver weapons and, as such, can
strike creatures that normally can be hit by only silver weapons.
Poison: Poison is the bane of all characters. If a character is hit with a
poisoned attack and misses his or her Constitution Saving Throw, the Even creatures that are immune to certain weapons can be affected
character will usually die. A Neutralize Poison spell cast within 1 minute by magical spells, unless a specific immunity to a spell or group of spells
(6 rounds) of the poisoning revives the poisoned character. is listed in the description.
Swallow: This is an attack in which the opponent is swallowed whole. When a creature is hit by a weapon to which it is immune, the attack
This attack always succeeds on a “to hit” roll of 20, if the attack is made appears to leave a visible wound. However, no points of damage are
against a smaller creature. inflicted.

CHAPTER 6: MONSTERS 88
Example: A vampire strides across the banquet hall toward Morgan The ankheg resembles an enormous many-legged worm. Its six legs
Ironwolf and her fellow adventurers. Fearfully, they fire a volley of end in sharp hooks suitable for burrowing and grasping, and its
arrows at it. powerful mandibles are capable of snapping a small tree in half with
Three arrows hit, but the vampire doesn’t even break his stride. They a single bite. A tough chitinous shell, usually brown or yellow, covers its
watch, aghast, as he disdainfully plucks the arrows from his body. body.

Just as he closes with them, Morgan swings and hits him with her
magical longsword. The vampire’s smug look of overconfidence is
transformed to one of snarling rage as he realizes with a shock that
one of these sniveling humans has hurt him!
The DM may want to allow other attacks to hit such creatures in two
circumstances:
First, attacks by other “unhittable” creatures may be allowed (for
example, a lycanthrope could attack a wight).
Second, attacks by monsters with more than 4 or more Hit Dice may
be allowed (e.g., an owlbear could attack a wererat).

TREASURE TYPE: Treasure Type gives the letter of the treasure type
which can then be used to determine any treasure in the monster’s
possession, using the Treasure Types table on page 148. The ankheg’s preferred attack method is to lie below the surface of
the ground until its antennae detect the approach of a victim. It then
Not all monsters have treasure! Unintelligent animals rarely have burrows up beneath the victim attempts to grapple with its mandibles.
treasure, through some animals might collect bright shiny objects, and
any meat-eating creature might have recently killed someone who Those bitten by an ankheg must make a DC 14 Strength check or be
was carrying treasure. In general, treasure is usually found in a grappled. Once grappled, the ankheg automatically deals its bite
monster’s lair (home). Wandering monsters are therefore less likely to damage each round while secreting acidic digestive enzymes to
be carrying treasure than monsters which have nearby lairs. cause an additional 1d4 points of damage per round.

Alignment shows whether the monster is Lawful, Neutral, or Chaotic. Antelope (Herd Animals)
Unintelligent animals are usually Neutral. The DM should be careful to
play the alignment of each monster correctly. Only the intelligent Armor Class: 13 No. Appearing: 0 (3-30)
monsters can speak an alignment language. Hit Dice: Variable, 1-4 Morale Score: 6
Check Bonus: Variable, 0-2 Treasure Type: Nil
Move: 80’ Alignment: Neutral
Monster Descriptions
Attacks: 1 butt, 1-4 or 1-6 or 1-8 damage
Aerial Servant* Special Attacks: Nil
Special Defenses: Nil
Armor Class: 17 No. Appearing: 1
Hit Dice: 3* Morale Score: 16 This category includes most wild, grazing creatures such as deer, wild
Check Bonus: 1 Treasure Type: Nil oxen, moose, elk, goats, and caribou. At least one species will be
Move: 120’ flight Alignment: Neutral encountered in any given climate. The number of Hit Dice the
creature has and the amount of damage it does depends on its size.
Attacks: 1 bash, 2-20 damage Deer, antelope, and goats typically have 1 or 2 Hit Dice; caribou and
Special Attacks: Invisibility, +10 to Strength (Grapple) checks oxen have 3 Hit Dice, while elk and moose may have up to 4.
Special Defenses: Magic weapons to hit
Only males have a butt attack. If more than 2 creatures are
This creature is a form of air elemental native to the Elemental Plane encountered, there will be 1 male per 4 creatures, with the remainder
of Air, as well as the Ethereal and Astral Planes, and can be summoned being females and young. The young will have ½ of the normal Hit
to the Prime Material Plane by clerics. Aerial servants try to avoid Points, but the males will have 1-4 extra Hit Points. Females and young
combat on their native planes. will flee from trouble while the males protect them.
Normally invisible, if seen on their home plane, they resemble legless
humanoids of sparkling blue smoke, with empty eyes, a slash for a
mouth, and long, four-fingered hands. Due to their invisibility, they are
usually only detected when they attack or if heard, gaining a +8 bonus
to all Dexterity (Stealth) checks.
A cleric who summons an aerial servant will be attacked unless
warded with a Protection from Evil spell, because the servants resent
being summoned. Otherwise, the servant will complete any duty for
the cleric, except fighting, as fast as possible. If the servant is
prevented from completing its mission, it goes insane and returns to kill
the summoning cleric.

Animal; Normal and Giant: see Antelope (Herd Animals), Ape, Bat,
Bear, Boar, Camel, Cat, Elephant, Ferret, Hawk, Horse, Prehistoric, Rat,
Rhinoceros, Rock Baboon, Shrew, Weasel, and Wolf. Ape, White

Armor Class: 14 No. Appearing: 1-6 (2-8)


Ankheg
Hit Dice: 4 Morale Score: 13
Armor Class: 17 No. Appearing: 0 (1-6) Check Bonus: 2 Treasure Type: Nil
Hit Dice: 4* Morale Score: 9 Move: 40’ Alignment: Neutral
Check Bonus: 2 Treasure Type: C
Attacks: 2 claws, 1-4/1-4 damage
Move: 40’, 20’ burrow Alignment: Neutral
Special Attacks: Throw stones for 1-6 damage
Attacks: 1 bite, 3-18 plus grapple Special Defenses: Nil
Special Attacks: Acid for 1-4 damage, grapple
White apes have lost their color due to many years of living in caves.
Special Defenses: Nil
They are nocturnal, sleeping during the day and looking for fruits and
vegetables at night.

CHAPTER 6: MONSTERS 89
White apes are not intelligent and sometimes are kept as pets by attacks at + 2. The beast can be safely viewed in a mirror, and
Neanderthals. characters who fight it while looking into a mirror will only have a -2
If creatures approach their lair, the apes will threaten them. If their penalty on their attack rolls. If the basilisk sees itself in a mirror (a 1d6
threats are ignored, they will attack. They may throw one stone per roll of 1 or 2), it must make a saving throw or be turned to stone! There
round, at up to 30’, for 1d6 points of damage. must be light close by for mirrors to be used, and using a mirror prevents
the effective use of a shield.
Banshee*
Bats
Armor Class: 20 No. Appearing: 1 (1) Bats are nocturnal flying mammals.
Hit Dice: 7** Morale Score: 18 They often live in caves or
Check Bonus: 3 Treasure Type: Nil (D) abandoned buildings.
Move: 50’ flight Alignment: Chaotic
They don’t use their eyes to see but
Attacks: 1 claw, 1-8 damage find their way about by
Special Attacks: Fear, keening wail echolocation (a type of radar using
Special Defenses: Magical weapons to hit, undead immunities hearing and echoes to locate
objects).
The banshee or groaning spirit, is the spirit of an evil female elf - a rare
thing indeed. The hair of a groaning spirit is wild and unkempt. Her Since they don’t use their eyes, spells
dress is usually tattered or abilities which depend on sight to
rags. Banshees hate the affect their victims will not work on
living, finding their bats. A Silence 15’ Radius spell will
presence painful, and seek effectively blind a bat.
to harm whomever they
meet. Bat, Normal

Banshees are formidable Armor Class: 14 No. Appearing: 1-100 (1-100)


opponents. The mere sight Hit Dice: 1 Hit Point Morale Score: 9
of one causes fear, unless a Check Bonus: 0 Treasure Type: Nil
DC 13 Charisma save is Move: 5’, 40’ flight Alignment: Neutral
rolled. Those who fail must
Attacks: Nil
flee in terror for 2d6
Special Attacks: Swarm
minutes.
Special Defenses: Nil
A banshee’s most dreaded
weapon is its wail or keen. Normal bats will not attack men but may swarm them by flying around
Any creature within 30 feet their heads. There must be at least ten bats to swarm one character.
of a groaning spirit when Characters who are swarmed will have a penalty of -2 on their attack
she keens must roll a DC 13 rolls, Wisdom (Perception) checks, and Dexterity Saving Throws.
Charisma save. Those who Spellcasters must make a DC 14 Concentration Check in order to cast
fail die immediately, their faces contorted in horror. Fortunately, spells while smarmed. Normal bats must check morale each round
banshees can keen just once per day, and only at night. Creatures unless they are controlled or summoned.
powerful enough to withstand the groaning spirit’s keen are left alone.
Bat, Giant
Basilisk Armor Class: 14 No. Appearing: 1-10 (1-10)
Hit Dice: 2 Morale Score: 13
Armor Class: 16 No. Appearing: 1-6 (1-6)
Check Bonus: 1 Treasure Type: Nil
Hit Dice: 6+1** Morale Score: 16
Move: 10’, 60’ flight Alignment: Neutral
Check Bonus: 3 Treasure Type: F
Move: 20’ Alignment: Neutral Attacks: 1 bite, 1-4 damage
Special Attacks: See below
Attacks: 1 bite, 1-10 damage plus petrification
Special Defenses: Nil
Special Attacks: Petrifying gaze attack
Special Defenses: Nil Giant bats are carnivorous (meat eaters) and may attack a party if
extremely hungry. More dangerous, however, are giant vampire bats.
A basilisk is a 10’ long,
Five percent (5%) of all giant bat encounters will be groups of giant
sinuous magical lizard that
vampire bats.
is non-intelligent. It lives in
underground caverns or The bite of a giant vampire bat does no extra damage, but its victim
wild and tangled thickets. must make a DC 11 Constitution Saving Throw or fall unconscious for
1-10 rounds. This will allow the vampire bat to feed without being
Creatures touched by a
disturbed, draining 1-4 points of blood per round.
basilisk, or meeting its gaze,
must make a DC 13 Bears
Wisdom Saving Throw or be Bears are well known to all adventurers. If a bear (of any type) hits a
petrified (including all that creature with both paws on the same round, the bear has hugged its
the character wears and victim and will cause additional points of damage, equal to its bite
holds). Surprised foes damage, in the same round as the attack.
automatically meet the
gaze of a basilisk. Bear, Black
Characters in hand-to-
hand combat with a Armor Class: 14 No. Appearing: 1-4 (1-4)
basilisk meet its glance Hit Dice: 4 Morale Score: 13
each round unless looking Check Bonus: 2 Treasure Type: U
away. Characters looking Move: 40’ Alignment: Neutral
away to avoid the gaze of Attacks: 2 claws, 1 bite, 1-3, 1-3, 1-6 damage
a basilisk must fight it with a Special Attacks: Bear hug, 1-6 damage
penalty of -4 on their attack Special Defenses: Nil
rolls, while the basilisk

CHAPTER 6: MONSTERS 90
Black bears have black fur and stand about 6’ tall. They are Giant fire beetles are 2’ long creatures often found below ground.
omnivorous (will eat almost anything), but prefer roots and berries. A They are nocturnal, but may be active underground at any time. A fire
black bear will not usually attack unless it is cornered and cannot beetle has two glowing glands above its eyes and one near the back
escape. Adult black bears will fight to the death to protect their of its abdomen. These glands give off light in a 10’ radius, and will
young. They have been known to raid camps, seeking food. They are continue to glow for 1-6 days after they are removed.
especially fond of such treats as fresh fish and sweets.
Beetle. Giant Oil
Bear, Cave
Armor Class: 16 No. Appearing: 1-8 (2-12)
Armor Class: 15 No. Appearing: 1-2 (1-2) Hit Dice: 2* Morale Score: 13
Hit Dice: 7 Morale Score: 16 Check Bonus: 1 Treasure Type: Nil
Check Bonus: 3 Treasure Type: V Move: 40’ Alignment: Neutral
Move: 40’ Alignment: Neutral
Attacks: 1 bite, 1-6 damage
Attacks: 2 claws, 1 bite, 1-8, 1-8, 2-12 damage Special Attacks: Oil spray
Special Attacks: Bear hug, 2-12 damage Special Defenses: Nil
Special Defenses: Nil
A cave bear is a type of giant grizzly bear which lives in caves and Giant oil beetles are 3’ long giant beetles that sometimes burrow
“lost world” areas. It stands about 15’ tall and is the most ferocious of underground.
all the bears. Though omnivorous, a cave bear prefers meat, and When attacked, they will squirt an oily fluid at one of their attackers
enjoys human flesh. Cave bears have bad eyesight but a good sense within 10’. If the oil hits it will raise painful blisters, causing the victim to
of smell. If hungry, they will follow a track of blood until they have fight with a penalty of -2 on his or her “to hit” rolls until magical healing
eaten. of any kind is administered or until 24 hours have passed. Oil beetles
can also attack with their mandibles (horned jaws).
Bear, Grizzly
Beetle, Giant Tiger
Armor Class: 15 No. Appearing: 1 (1-4)
Hit Dice: 5 Morale Score: 14 Armor Class: 17 No. Appearing: 1-6 (2-8)
Check Bonus: 2 Treasure Type: U Hit Dice: 3+1 Morale Score: 16
Move: 40’ Alignment: Neutral Check Bonus: 1 Treasure Type: U
Move: 50’ Alignment: Neutral
Attacks: 2 claws, 1 bite, 1-4, 1-4, 1-8 damage
Special Attacks: Bear hug, 1-8 damage Attacks: 1 bite, 2-12 damage
Special Defenses: Nil Special Attacks: Nil
Grizzly bears have silver-tipped brown or reddish brown fur, and stand Special Defenses: Nil
about 9’ tall. They are fond of meat and are much more likely to Tiger beetles are 4’ long giant beetles with a striped carapace (a shell-
attack than black bears. Grizzlies are found in most climates, but are like covering) which looks like a tiger’s skin. They are carnivorous
most common in mountains and forests. (meat-eaters) and usually prey on robber flies. They have been known
to attack and eat humans, crushing them with their powerful
Bear, Polar mandibles.
Armor Class: 14 No. Appearing: 1 (1-2)
Hit Dice: 6 Morale Score: 14 Beholder
Check Bonus: 3 Treasure Type: U Armor Class: 17 No. Appearing: 1 (1)
Move: 40’, 30’ swim Alignment: Neutral Hit Dice: 12** Morale Score: 18
Attacks: 2 claws, 1 bite, 1-6, 1-6, 1-10 damage Check Bonus: 6 Treasure Type: A
Special Attacks: Bear hug, 1-10 damage Move: 50’ flight Alignment: Chaotic
Special Defenses: Resistant to cold Attacks: 1 bite, 2-8 damage
Polar bears have white fur and stand about 11’ tall. They live in cold Special Attacks: Spell use
regions. They usually eat fish, but are as likely to attack as grizzly bears. Special Defenses: Anti-magic cone
These huge bears are good swimmers, and their wide feet allow them
The beholder is the stuff of nightmares. This creature appears as a large
to run across snow without sinking.
orb dominated by a central eye and a large toothy maw, with 10
smaller eyes on stalks sprouting from the top of the orb.

The globular body of


the beholder is
supported by levitation,
allowing it to float
slowly about as it wills.

Its central eye


produces an anti-
magic cone with a 400’
range, which covers a
90 degree arc before
the creature. No magic
(including the effects of
the other eyes) will
function within that
Beetle. Giant Fire area. Spells cast in or
passing through that
Armor Class: 16 No. Appearing: 1-8 (2-12) zone cease to function.
Hit Dice: 1+2 Morale Score: 10
Check Bonus: 0 Treasure Type: Nil The beholder can use up to 6 of its lesser eyes each round, though
Move: 40’ Alignment: Neutral none of these function within the area of effect of its anti-magic cone.
The eyes, on flexible eyestalks that can turn to face any foe, have the
Attacks: 1 bite, 2-8 damage following functions (DC 16 to resist each effect):
Special Attacks: Nil
Special Defenses: Nil

CHAPTER 6: MONSTERS 91
Eye Function Boar
1 Charm Person (as spell)
2 Charm Monster (as spell) Armor Class: 13 No. Appearing: 1-6 (1-6)
3 Sleep (as spell, but only one target) Hit Dice: 3 Morale Score: 16
4 Telekinesis (240-pound weight) Check Bonus: 1 Treasure Type: Nil
5 Flesh to Stone (as spell, 100’ range) Move: 50’ Alignment: Neutral
6 Disintegrate (as the spell, 60’ range) Attacks: 1 tusk, 2-8 damage
7 Cause Fear (as spell) Special Attacks: Nil
8 Slow (as spell, but only a single target) Special Defenses: Nil
9 Cause Serious Wounds (150’ range)
10 Death Ray (as Death Spell, single target, 100’ range) Wild boars generally prefer forested areas, but can be found nearly
everywhere. They are omnivorous (eating almost anything), and have
When the beholder loses ½ of its Hit Points, it central eye ceases extremely nasty tempers when disturbed.
functioning. Any attack roll of a “natural 20” against the beholder
means that one of its eye stalks is destroyed. Brownie

Black Pudding* Armor Class: 17 No. Appearing: 0 (4-16)


Hit Dice: ½ ** Morale Score: 16
Armor Class: 14 No. Appearing: 1 (0) Check Bonus: 4 Treasure Type: P
Hit Dice: 10* Morale Score: 18 Move: 40’ Alignment: Lawful
Check Bonus: 5 Treasure Type: Nil
Move: 20’ Alignment: Neutral Attacks: Dagger, dart, or tiny bow, 1-3 damage
Special Attacks: Spell use
Attacks: 1, 3-24 acid Special Defenses: Stealthy, +4 bonus to Dexterity (Stealth) checks
Special Attacks: Corrosive acid
Brownies are small, benign fairies
Special Defenses: Immune to all non-fire damage, budding
who may be very distantly related
A black pudding is a black amorphous blob 5-30 feet in diameter. to halflings. Peaceful and friendly,
It is non-intelligent and constantly brownies live in pastoral regions,
hungry. It can dissolve wood and foraging and gleaning their food.
corrode metal (including armor) in 1 Standing no taller than 2 feet,
minute, but cannot affect stone. This brownies are exceedingly nimble.
acid will dissolve and destroy armor, They resemble small elves with
reducing its protective value by 1 point brown to white hair and bright
per round. Magical armor’s protective blue eyes. Their brightly colored
value is reduced by 1 point per minute. garments are made from wool or
Once the armor’s protective value is linen with gold ornamentation.
reduced to 10, the armor is completely They normally carry leather
destroyed. pouches and tools for repairing
Black puddings can travel on ceilings leather, wood, and metal.
and walls and can pass through small Brownies use spells to harass and
openings. drive away enemies. They can use
They can be killed only by fire; other the following spells, once per day
attacks (weapons or spells) only break (as a 6th level caster): Continual
them up into smaller puddings (a 2 Hit Dice pudding that does 1-8 Light, Confusion, Dimension Door,
points of damage is created per blow). A flaming sword will do normal Mirror Image, Phantasmal Force, Prestidigitation, and Protection from
damage. Evil. If cornered and unable to employ any spells, brownies attack with
daggers, darts, or tiny bows for 1d3 damage.
Blink Dog

Armor Class: 15 No. Appearing: 1-6 (1-6)


Hit Dice: 4* Morale Score: 12
Check Bonus: 2 Treasure Type: C
Move: 40’ Alignment: Lawful

Attacks: 1 bite, 1-6 damage


Special Attacks: Nil
Special Defenses: Blinking

Blink dogs look like


dingoes.

They are highly


intelligent, travel in
packs, and use a
limited teleportation
ability: they can “blink
out” of one spot and
immediately appear
(“blink in”) at another. Bugbear

When attacking, they Armor Class: 15 No. Appearing: 2-8 (5-20)


“blink” close to an enemy, attack, and then reappear 10 to 40 feet Hit Dice: 3+1 Morale Score: 16
away. On any round in which they have the initiative, they can attack Check Bonus: 1 Treasure Type: B
without risking a counterattack by the defender, by “blinking” away. Move: 30’ Alignment: Chaotic
Their instincts prevent blink dogs from “blinking” into solid objects. If Attacks: 1 weapon, damage by weapon +1
seriously threatened, an entire pack will “blink” out and not reappear. Special Attacks: Nil
Blink dogs always attack displacer beasts, their natural enemies. Special Defenses: Stealthy, +4 bonus to Dexterity (Stealth) checks

CHAPTER 6: MONSTERS 92
Bugbears are giant, Large-sized, hairy goblins. Despite their 7’ height bullywugs attack with their hop, which can be up to 30 feet forward
and awkward walk, they move very quietly and attack without and 15 feet upward. When attacking with a hop, bullywugs add a +1
warning whenever they can. bonus to their attack rolls, and double the damage if using a spear.
When using weapons, they get an additional +1 to all attack and Bullywugs have their own language and the more intelligent ones can
damage rolls due to their strength. speak a limited form of the Common tongue.

Caecilia

Armor Class: 14 No. Appearing: 1-3 (1-3)


Hit Dice: 6* Morale Score: 13
Check Bonus: 3 Treasure Type: B
Move: 20’ Alignment: Neutral

Attacks: 1 bite, 1-8 damage


Special Attacks: Swallow whole
Special Defenses: Nil
These giant gray legless amphibians are about 30’ long. They attack
with their cavernous mouths and sharp teeth. An unadjusted attack
roll of 19 or 20 means that they have swallowed their prey whole.
The victim will take 1-8 points of damage each round after that until
either the victim or the caecilia is dead. Any attack from inside a
caecilia may only be made with a Small melee weapon, and with a
penalty of -4 on attack rolls.
Bulette
Camel
Armor Class: 17 No. Appearing: 1 (1-2)
Hit Dice: 9* Morale Score: 18 Armor Class: 13 No. Appearing: 0 (2-8)
Check Bonus: 4 Treasure Type: Nil Hit Dice: 2 Morale Score: 13
Move: 50’, 10’ burrow Alignment: Neutral Check Bonus: 1 Treasure Type: Nil
Move: 50’ Alignment: Neutral
Attacks: 2 claws, 1 bite, 3-18, 3-18, 2-12
Special Attacks: See invisible creatures Attacks: 1 bite, 1 hoof, 1, 1-4 damage
Special Defenses: Nil Special Attacks: Nil
Special Defenses: Nil
Aptly called a landshark, the bulette is a terrifying predator that lives
only to eat. The bulette is universally shunned, even by other monsters. Camels are ill-tempered beasts, prone to biting and kicking any
The bulette has no lair, preferring to wander over its territory, above creature that gets in their way, including their masters. They often kick
and below ground, burrowing down beneath the soil to rest. with one leg. They are used as pack and riding animals in deserts and
barren lands, treating both as clear terrain.
A bulette will attack anything it regards as edible. The only things that
it refuses to eat are elves, and it dislikes dwarves. The bulette is always A camel may carry up to 300 pounds of weight and still move at
hungry and is constantly roaming its territory in search of food. normal speed, but the maximum load that can be carried is 600
pounds. A well-watered camel may travel for 2 weeks without drinking.
When burrowing underground, the landshark relies on vibrations to Charge attacks with a lance from camelback are not possible.
detect prey, negating the benefits of invisibility. When it senses
something edible (i.e., senses movement), the bulette breaks to the Carrion Crawler
surface crest first and begin its attack. The landshark has a
temperament akin to the wolverine - stupid, mean, and fearless. The Armor Class: 13 No. Appearing: 1-3 (1-3)
size, strength, and numbers of its opponents mean nothing. The bulette Hit Dice: 3+1* Morale Score: 16
always attacks, choosing as its target the easiest or closest prey. When Check Bonus: 1 Treasure Type: B
attacking, the bulette employs its large jaw and front feet. Move: 40’ Alignment: Neutral

Bullywug Attacks: 8 tentacles, 1 point each plus paralysis


Special Attacks: Paralysis
Armor Class: 14 No. Appearing: 3-18 (8-80) Special Defenses: Nil
Hit Dice: 1 Morale Score: 12
This scavenger is worm-shaped, 9’ long and 3’ high with many legs. It
Check Bonus: 0 Treasure Type: A
can move equally well on a floor, wall, or ceiling like a spider. Its mouth
Move: 50, 50’ swim Alignment: Chaotic
is surrounded by 8 tentacles, each 2’ long, which can paralyze on a
Attacks: 2 claws, 1 bite, 1-2, 1-2, 1-3, or by weapon successful hit unless a DC 11 Strength Saving Throw is made.
Special Attacks: Hopping charge
Special Defenses: Camouflage, +4 to DEX checks made to sneak

The bullywugs are a race of bipedal,


frog-like amphibians. They inhabit
swamps, marshes, meres, or other dank
places. Bullywugs are covered with
smooth, mottled olive green hide that is
reasonably tough, giving them a natural
AC of 14. They can vary in size from
Small- to Medium-sized creatures. Their
faces resemble those of enormous frogs,
with wide mouths and large, bulbous
eyes; their feet and hands are webbed.
Though they wear no clothing, all
bullywugs use weapons, armor, and
shields if they are available. Once paralyzed, a victim will be eaten (unless the carrion crawler is
being attacked). The paralysis can be removed by a Remove Paralysis
Bullywugs always attack in groups, trying spell. Without a spell, the paralysis will wear off in 20-80 minutes.
to use their numbers to surround their
enemies. Whenever they can,

CHAPTER 6: MONSTERS 93
Cats, Great Tiger, Sabre-Toothed
The great cats are normally cautious and will avoid fights unless forced
by extreme hunger or when trapped with no escape route. Armor Class: 14 No. Appearing: 1-4 (1-4)
Hit Dice: 8 Morale Score: 18
Though they may be found in a relaxed or even playful mood, they Check Bonus: 4 Treasure Type: V
are subject to rapid and violent changes of temper. They often Move: 50’ Alignment: Neutral
develop a fondness for one type of food, and will go out of their way
to hunt that type of prey. Sometimes this taste in food runs to humans Attacks: 2 claws, 1 bite, 1-8, 1-8, 2-16
or human-like creatures. The great cats will rarely go too deeply into Special Attacks: Nil
caves, preferring to remain within fleeing distance of the wilderness Special Defenses: Stealthy, +4 bonus to Dexterity (Stealth) checks
outside. Despite their shyness they are very inquisitive, and may follow Sabre-tooth tigers are the largest and most ferocious of the great cats.
a party just out of curiosity. They will always chase a fleeing prey. They have oversized fangs, from which they get their name.

Lion Fortunately, sabre-tooth tigers are mostly extinct, except in “lost world”
areas.
Armor Class: 14 No. Appearing: 1-4 (1-8)
Hit Dice: 5 Morale Score: 16 Catoblepas
Check Bonus: 2 Treasure Type: U
Move: 50’ Alignment: Neutral Armor Class: 14 No. Appearing: 0 (1-2)
Hit Dice: 6+3** Morale Score: 16
Attacks: 2 claws, 1 bite, 2-5, 2-5, 1-10 Check Bonus: 3 Treasure Type: Nil
Special Attacks: Nil Move: 30’ Alignment: Neutral
Special Defenses: Nil
Attacks: 1 tail smash, 1-6 plus stun
Lions generally live in warm climates, and thrive in savannah and brush Special Attacks: Death gaze
lands near deserts. They usually hunt in groups known as prides. Special Defenses: Nil

Mountain Lion The catoblepas is a bizarre,


loathsome creature that inhabits
Armor Class: 14 No. Appearing: 1-4 (1-4) dismal swamps and marshes. Its
Hit Dice: 3+2 Morale Score: 13 most terrifying features are its
Check Bonus: 1 Treasure Type: U large bloodshot eyes, from
Move: 50’ Alignment: Neutral which emanate a deadly ray.
Attacks: 2 claws, 1 bite, 1-3, 1-3, 1-6 The body of the catoblepas is
Special Attacks: Nil like that of a large, bloated
Special Defenses: Stealthy, +4 bonus to Dexterity (Stealth) checks buffalo, and its legs are stumpy,
like those of a pygmy elephant
This tawny-furred species lives mostly in mountainous regions but also or a hippopotamus.
inhabits forests and deserts.
Its long, snaky tail is swift and
They will wander further into dungeons than any other species of great strong, and can move with
cat. blinding speed. The head of the
catoblepas is perched upon a
long, weak neck, and would be
much like that of a warthog
except that the catoblepas is
uglier.
In combat, the catoblepas relies
on two forms of attack. First, it will
use its strong, snaky tail to strike
and stun its foes. Anyone struck by the tail suffers 1d6 points of
bludgeoning damage and must make a DC 13 CON save or be
Panther stunned for 1d10 melee rounds.
Armor Class: 16 No. Appearing: 1-2 (1-6) Despite the danger of a tail strike, the catoblepas’ second mode of
Hit Dice: 4 Morale Score: 13 attack is by far the more fearsome of the two. The gaze of the
Check Bonus: 2 Treasure Type: U catoblepas acts as a death ray, with a 180’ range. Any creature within
Move: 70’ Alignment: Neutral a 90 degree arc that meets its gaze dies unless it makes a DC 13
Charisma Saving Throw. See page 74 for more information on gaze
Attacks: 2 claws, 1 bite, 1-4, 1-4, 1-8
attacks.
Special Attacks: Nil
Special Defenses: Stealthy, +4 bonus to Dexterity (Stealth) checks Since the neck of the creature is very weak, it has only a 5 in 20 chance
of raising its head and using the death ray on subsequent rounds. If
Panthers are found on plains, forests, and open shrub lands. They are more than one catoblepas is attacking, the monsters will cooperate
extremely quick and can outrun most prey over short distances. with one another, attempting to herd their targets into a crossfire.

Tiger Cave Locust


Armor Class: 14 No. Appearing: 1 (1-3) Armor Class: 16 No. Appearing: 2-20 (1-10)
Hit Dice: 6 Morale Score: 16 Hit Dice: 2 Morale Score: 8
Check Bonus: 3 Treasure Type: U Check Bonus: 1 Treasure Type: Nil
Move: 50’ Alignment: Neutral Move: 20’, 60’ flight Alignment: Neutral
Attacks: 2 claws, 1 bite, 1-6, 1-6, 2-12 Attacks: 1 bite or 1 bump or 1 spit, 1-2 or 1-4 or see text
Special Attacks: Nil Special Attacks: Foul spittle
Special Defenses: Stealthy, +4 bonus to Dexterity (Stealth) checks Special Defenses: Camouflage, +4 bonus to DEX (Stealth) check
Tigers are the largest of the commonly found great cats. Cave locusts are 2-3’ long, stone gray, giant grasshoppers that live
They prefer cooler climates and wooded lands, where their striped underground. Because of their color they may not be noticed or may
bodies offer some degree of camouflage, useful when hunting. be mistaken for a statue until closely approached.

CHAPTER 6: MONSTERS 94
They are herbivorous (eating Centipede, Giant
plants) and also eat fungus
such as yellow mold and Armor Class: 10 No. Appearing: 2-8 (1-8)
shriekers. Because of this Hit Dice: ½* Morale Score: 10
they cannot be harmed by Check Bonus: 0 Treasure Type: Nil
yellow mold. They are also Move: 20’ Alignment: Neutral
not harmed by most poisons. Attacks: 1 bite, poison
They are very nervous and Special Attacks: Poison, see text
will flee most of the time Special Defenses: Nil
rather than fight. They flee Giant centipedes are insects with
by jumping up to 60’ away. 1’ long bodies and many legs.
Unfortunately, their sense of They like to live in damp, dark
direction is not too good, places.
and they frequently
accidentally jump into a Their bite does no damage, but
party. If they jump towards the victim must make a DC 10
the party (50% chance) a character is determined randomly and an CON save or become sickened
attack roll is made. If the locust hits a character, that character takes for 10 days.
1-4 points of damage from being battered by the insect. The locust will Sickened creatures suffer a -2
then fly away. penalty to Strength and Dexterity
When frightened or attacked cave locusts make a loud shrieking noise checks, as well as attack and
to warn their fellows. This shriek has a 20% chance per round of damage rolls, and take a -2
attracting wandering monsters to investigate. penalty to their Armor Class. The
Movement Rate of sickened
If cornered, a cave locust will spit a brown gooey substance up to 10’. creatures is reduced by half.
To hit a character the locust needs to make an attack against Armor
Class 10. A character hit by cave locust spittle must DC 12 Constitution Chimera
Saving Throw against poison or be sickened for 10 minutes due to the
awful smell. Sickened creatures suffer a -2 penalty to Strength and Armor Class: 16 No. Appearing: 1-2 (1-4)
Dexterity checks, as well as attack and damage rolls, and take a -2 Hit Dice: 9** Morale Score: 16
penalty to their Armor Class. The Movement Rate of sickened Check Bonus: 4 Treasure Type: F
creatures is reduced by half. Move: 40’, 60’ flight Alignment: Chaotic
After this time, he or she will be used to the smell, but any character Attacks: 2 claws, 1 or 2 bites, 1 gore, 1-3, 1-3, 2-8, 2-8, 3-12
approaching within 5’ of him or her must also save or be violently ill. Special Attacks: Breath weapon, 3-18
This effect will last until the spittle is washed off. Special Defenses: Nil

Centaur Chimeras usually live in wild


hills, but may occasionally
Armor Class: 15 No. Appearing: 0 (2-20) be found in dungeons. A
Hit Dice: 4 Morale Score: 13 chimera is a horrid
Check Bonus: 2 Treasure Type: A combination of three
Move: 60’ Alignment: Neutral different creatures. It has
three heads (goat, lion, and
Attacks: 2 hooves, 1 weapon, 1-6, 1-6, by weapon dragon}, the forebody of a
Special Attacks: Nil lion, the hindquarters of a
Special Defenses: Nil goat, and the wings of a
A centaur is a creature dragon.
with the head, arms, and The goat’s head gores with
upper body of a man its horns, the lion’s head bites
joined to the body and with its fangs, and the
legs of a horse. Centaurs dragon’s head can bite or
prefer to live far from breathe fire (a 50’ long cone with a 10’ wide end, for 3-18 points of
humankind in meadows damage with a DEX save for ½ damage). Like a regular dragon, the
and forests. Since they are dragon head will breathe fire (50%) or bite (50%). The dragon’s head
somewhat intelligent, they can only breathe fire 3 times per day.
will arm themselves with
weapons (clubs, lances, or Cloaker
bows).
Armor Class: 27 No. Appearing: 1-4 (1-4)
Centaurs will form into Hit Dice: 6** Morale Score: 16
small tribes or families. Check Bonus: 3 Treasure Type: C
Their homes will be found Move: 5’, 50’ flight Alignment: Chaotic
in dense thickets or woods
reached by twisting and Attacks: 2 tail strikes, bite, 1-6, 1-6, 2-8 plus engulf
guarded pathways. Special Attacks: Engulf, bite, moaning, shadow manipulation
The females and young Special Defenses: Camouflage, +8 to DEX checks made to hide.
will usually stay in the lair. If When a cloaker is first seen, it is almost impossible to distinguish this
attacked, females and monster from a common black cloak (DC 16 WIS check to see
young will attempt to flee. otherwise).
If escape is impossible,
they will fight to the death. When it unfurls itself and moves to attack, however, its true nature
The young will fight as 2 Hit becomes all too obvious. At this point, its white underside is clear and
Dice monsters (1-2/1-2/ by the monster’s face is fully visible. This face, with the glow of its two
weapon type). piercing, red eyes and the needle-like fangs that line its mouth, is a
truly horrible sight. At this point, the monster also uncurls the club-like
tail at its trailing edge and begins to swish it back and forth in
anticipation.

CHAPTER 6: MONSTERS 95
When a cloaker strikes at its Crab, Giant
victim, it moves with
blinding speed. Without Armor Class: 18 No. Appearing: 1-2 (1-6)
warning, the cloaker flies at Hit Dice: 3* Morale Score: 13
its target and, if its Strength Check Bonus: 1 Treasure Type: Nil
check is successful (the Move: 20’ Alignment: Neutral
cloaker gets a +6 to this roll), Attacks: 2 pincers, 2-12, 2-12
it engulfs its prey within its Special Attacks: Nil
folds. Engulfed creatures Special Defenses: Nil
are bitten, automatically
taking 2d4 damage each Unable to swim, giant crabs are found on the bottom of shallow
round, until they escape. waters, in coastal rivers and on beaches, and in salt or fresh water.
the cloaker is slain, or it flees. They are always hungry and will attack anything that moves. Giant
crabs are not intelligent.
While it is devouring its
chosen victim, the cloaker Crocodiles
uses its two tail attacks to Crocodiles are commonly found in tropical and semi-tropical swamps
inflict 1d6 points of slashing or in slow-moving rivers.
damage on those who
move in to help rescue the
captive. Any attacks made
on the cloaker inflict half
their damage to the cloaker and the other half to the trapped victim.
The cloaker can also emit a special subsonic moan of increasing
intensities. Although this power is blocked by stone or other dense
materials, it can be very effective in an open chamber. Cloakers may
not moan and bite during the same round, though a Silence 15’ Radius Awkward on land, they do not stray far from water and will spend
spell negates the cloaker’s moaning. A cloaker may emit one of four hours floating barely under the surface. If hungry, crocodiles will
types of moan each round: attack creatures in the water. They are particularly attracted to the
smell of blood or violent thrashing of the water.
• Pain: Living creatures within 60’ must make a DC 13 Wisdom save
or suffer a -2 penalty to attack and damage rolls. Crocodile
• Fear: Living creatures within 30’ must make a DC 13 Charisma save Armor Class: 15 No. Appearing: 0 (1-8)
or flee in terror for 2d6 rounds. Hit Dice: 2 Morale Score: 13
• Nausea: Living creatures within 30’ must make a DC 13 Check Bonus: 1 Treasure Type: Nil
Constitution save or be sickened for 2d6 rounds. Sickened Move: 30’, 30’ swim Alignment: Neutral
creatures suffer a -2 penalty to all Strength and Dexterity checks,
as well as attack and damage rolls, and take a -2 penalty to their Attacks: 1 bite, 1-8
Armor Class. The Movement Rate of sickened creatures is reduced Special Attacks: Nil
by half. Special Defenses: Nil

• Hold Person: One creature within 30’ must make a DC 13 Strength Crocodile, Giant
save or be paralyzed, as per the Hold Person spell, for 10 rounds.
Armor Class: 15 No. Appearing: 0 (1-3)
Cloakers also have the power to manipulate shadows. They can use Hit Dice: 15 Morale Score: 16
this to cast Mirror Image or a shadowy version of Fog Cloud. Either Check Bonus: 7 Treasure Type: Nil
may be cast once per day, with a duration of 1 minute. A Light spell Move: 30’, 30’ swim Alignment: Neutral
cast directly at a specific cloaker negates either spell.
Attacks: 1 bite, 3-24
Special Attacks: Nil
Special Defenses: Nil
Giant crocodiles are normally found only in “lost worlds” where
prehistoric creatures thrive. They are over 50’ long and have been
known to attack small boats or ships.

Crocodile, Large

Armor Class: 15 No. Appearing: 0 (1-4)


Hit Dice: 6 Morale Score: 13
Check Bonus: 3 Treasure Type: Nil
Move: 30’, 30’ swim Alignment: Neutral
Cockatrice
Attacks: Bite, 2-16
Armor Class: 14 No. Appearing: 1-4 (1-8) Special Attacks: Nil
Hit Dice: 5** Morale Score: 10 Special Defenses: Nil
Check Bonus: 2 Treasure Type: D Large crocodiles are at least 20’ long, and can overturn canoes and
Move: 30’ 60’ flight Alignment: Neutral small rafts.
Attacks: 1 beak, 1-6 plus petrification
Special Attacks: Petrification Cyclops
Special Defenses: Nil Armor Class: 15 No. Appearing: 1 (1-4)
This is a small, magical monster with the head, wings, and legs of a Hit Dice: 13* Morale Score: 16
rooster (cock) and the tail of a serpent. It can strike with its beak for 1- Check Bonus: 6 Treasure Type: 5 + 5,000 gp
6 points of damage. Move: 30’ Alignment: Chaotic

However, its small size and single attack disguises its greatest danger - Attacks: 1 weapon, by weapon
any character touched by a cockatrice must make a DC 12 Wisdom Special Attacks: Hurl rocks, see text
Saving Throw or be turned to stone. Special Defenses: Nil

CHAPTER 6: MONSTERS 96
A cyclops is a rare type of A djinni can perform any of its seven powers three times a day. These
giant, noted for its great powers are: Create Food and Drink, temporarily create up to 100
size and the single eye in pounds of metal objects (duration varies with hardness - gold, 1 day;
the center of its forehead. iron, one round), create up to 100 pounds of soft goods and wooden
A cyclops is about 20’ tall. It objects (permanent), become invisible, assume gaseous form, or form
has poor depth perception, itself into a whirlwind.
due to its single eye, and In addition, a djinni can cast an improved version Phantasmal Force
strikes with a -2 penalty on (DC 13) at will. The djinni need not concentrate to maintain this,
all missile attack rolls. though it will disappear if touched or magically dispelled.
A cyclops will usually fight Djinn have two forms of attack. A djinni can form itself into a whirlwind
with a wooden club that (70’ tall, 20’ diameter at the top, 10’ diameter at base) that moves 40’
deals 3-30 points of per round. The djinni requires 3
damage. A cyclops can rounds to enter or leave
throw rocks (40’ close whirlwind form. The djinni-
range) that deal 3-18 (3d6) whirlwind will do 2-12 points of
points of damage to any damage to all in its path and will
creature struck. sweep aside all creatures with
Some cyclops (5%} can fewer than 2 Hit Dice who do not
cast Curse (DC 16) once a make a DC 13 Dexterity Saving
week. The DM should Throw.
decide the exact nature of When not in whirlwind form, a
the curse. djinni strikes once per round with
A cyclops usually lives its fists, for 2-16 points of
alone, though a small group may sometimes share a large cave. They damage. If a djinni is slain, it
spend their time raising sheep and growing crops. Cyclopes are returns to its own plane.
known for their stupidity, and a clever party can often escape from A djinni can carry 600 pounds
them by trickery. without tiring. Up to 1,200 pounds
can be carried for up to 30
Displacer Beast minutes while walking or for 10
Armor Class: 16 No. Appearing: 1-4 (1-4) minutes while flying. Afterwards,
Hit Dice: 6* Morale Score: 13 a djinni must rest for 10 minutes.
Check Bonus: 3 Treasure Type: D
Move: 50’ Alignment: Neutral Doppleganger

Attacks: 2 tentacles, 2-8, 2-8 Armor Class: 15 No. Appearing: 1-6 (1-6)
Special Attacks: Displacement Hit Dice: 4* Morale Score: 16
Special Defenses: Displacement Check Bonus: 2 Treasure Type: E
Move: 30’ Alignment: Chaotic
A displacer beast looks
like a large black Attacks: 1 fist, 1-12
panther with six legs and Special Attacks: Nil
a pair of tentacles Special Defenses: Immune to sleep and charm, +3 to all saves
growing from its These man-sized, shape-changing creatures are intelligent and evil. A
shoulders. It attacks with doppleganger is able to shape itself into the exact form of any human-
these tentacles, which like creature (up to 7’ tall) it sees.
have sharp horn-like
edges. Once in the form of the person it is imitating, it will always attack that
person. Its favorite trick is to kill the original person in some way without
A displacer beast the party knowing. Then, in the role of that individual, it will attack the
always appears to be 3’ others by surprise, often when the party is already engaged in
from its actual position, combat.
making the creature
hard to hit. It gets a +2 to Sleep and Charm spells do not affect dopplegangers and they get a
Armor Class against any +3 bonus to all Saving Throws (for a total save bonus of +5) due to their
foe without True Seeing. highly magical nature. When killed, a doppleganger will turn back into
The displacer beast also its original form.
receives a + 2 bonus on all Dexterity Saving Throws and a +2 bonus to
all attack rolls versus foes without True Seeing. Dragons
Dragons are a very old race of huge, winged lizards. They like to live in
They are semi-intelligent. Displacer beasts hate and fear blink dogs, isolated, out-of-the-way places where few people are found. Though
and will always attack them and anyone traveling with them. the color of their scaly hide (their “color”) makes dragons look
different, they all have quite a few things in common: they are all
Djinni (Lesser)* hatched from eggs, are meat eaters, have breath weapons, have a
Armor Class: 16 No. Appearing: 1 (1) great love of treasure, and will do everything possible to save their own
Hit Dice: 7+1** Morale Score: 18 lives, including surrender.
Check Bonus: 3 Treasure Type: Nil Dragons are proud of their long history (some of them live hundreds or
Move: 30’, 80’ flight Alignment: Neutral thousands of years), and because of this they tend to think less of the
younger races (such as humans). Chaotic dragons might capture
Attacks: 1 fist or whirlwind, 2-16 or 2-12
humans, but will usually kill and eat them immediately. Neutral dragons
Special Attacks: Nil
might either attack or ignore a party completely. Lawful dragons,
Special Defenses: +4 to all Saving Throws, spell use
however, may actually help a party if the players are truly worthy of
The djinn are intelligent, free-willed air elementals. They appear as tall,
this great honor. When playing a dragon, a DM should keep in mind
human-like beings, surrounded by clouds. Djinn are highly magical in
that, because of its pride, even the hungriest dragon will pause and
nature and get a +4 bonus to all Saving Throws (for a total Saving
listen to flattery (if no one is attacking it, and if it understands the
Throw bonus of +7). They can only be harmed by magic or magical
language of the speaker).
weapons.
Dragons are extremely powerful monsters and should be used with
caution when encountered by low level player characters. It is

CHAPTER 6: MONSTERS 97
recommended that, until characters reach the fourth level of Example: The area of effect of a white dragon’s breath is a cone 80’
experience, that only the youngest and smallest dragons be used by long and 30’ wide at its far end.
the DM. A line-shaped breath starts in the dragon’s mouth and extends out
Breath weapons, treasure, and surrender (subduing a dragon) are all towards its victim in a straight line that is 5’ wide.
explained below. A cloud-shaped breath billows forth from the dragon’s mouth to form
Age: The statistics given are for an average-sized dragon of its type. a 20’ radius spherical cloud around the dragon’s targets directly in
Younger dragons are smaller and have acquired less treasure; older front of it.
dragons are larger and have acquired more. Dragons generally range Anyone caught within the area of effect of a dragon’s breath
in size from 3 Hit Dice smaller to 3 Hit Dice larger than average. For weapon may make a Dexterity Saving Throw. The DC of this equals 10
example, red dragons could be found having 7 to 13 Hit Dice, plus ½ of the dragon’s Hit Dice. A successful saving throw means that
depending on their age. the victim takes only ½ damage from the breath weapon.

Buffet: Dragons can create a buffeting wind with their massive wings. The exception to this is for gaseous cloud breath weapons. Cloud
All creatures standing in front of the dragon, and within 30’, must make breath weapons are resisted with a Saving Throw specified in each
a Strength Saving Throw (DC 10 + ½ of the dragon’s Hit Dice). Those dragon’s description.
who fail this save are knocked prone and take 1d6 points of damage.
This attack is used in place of its claw attacks. Gold dragon cannot
make this attack, as they have no wings.

Chance of Sleeping: The percentage chance given under Chance


Sleeping applies whenever a party encounters a dragon on the
ground (flying dragons are never asleep). Any result greater than the
percentage means that the dragon is not asleep (though it may be
pretending to be!).

Dragon Resistances: Dragons are never affected by the normal or


smaller versions of their breath weapons, and automatically make
their Saving Throws against any attack form which is the same as their
breath weapon.
Example: A red dragon will take no damage from (and usually
ignores) burning oil, and will always take only ½ damage from a fire-
type magic spell, such as a Fire Ball.

Subduing Dragons: Whenever characters encounter a dragon, they


may choose to try to subdue it rather than kill it. To subdue a dragon,
all the attacks must be with “the flat of the sword”; thus, missile
weapons and spells may not be used to subdue. Attacks and damage
are determined normally when trying to subdue the dragon. The
dragon will fight normally (the subdual damage does not reduce the
damage done by the dragon’s breath weapon) until it reaches 0 or
less Hit Points, at which time it will surrender. A dragon, like any other
intelligent animal or monster, may be subdued because it realizes that
its attackers could have killed it if they had been striking to kill. It
therefore surrenders, admitting that the opponents have won the
If a dragon is asleep, it may be attacked (with a +2 attack bonus) for battle but spared its life.
one round, during which it will wake. Combat will proceed normally A subdued dragon will attempt to escape or turn on its captor if given
for the second and further rounds. a reasonable chance to do so through the party’s actions. For
example, a dragon left unguarded at night, or who is ordered to guard
Chance of Speaking: Dragons are intelligent, and some dragons can
a position alone, would consider these “reasonable chances”. A
speak Dragon and Common. The percentage listed is their
subdued dragon may be sold. The price is up to the DM, but should
description. Talking dragons are also able to use magic-user/elf spells.
never exceed 1,000 gp per Hit Point. The dragon may be forced to
The number of spells and their levels are listed under their description.
serve the characters who subdued it. If a subdued dragon is ever
Dragon spells are usually selected randomly.
ordered to perform a task which is apparently suicidal, the dragon will
Draconic Breath Weapons: All dragons have a special attack with their attempt to escape and/or kill its captors.
breath weapon in addition to their claw and bite attacks. Any dragon
Tail Slap: Dragons can use their tails to attack creatures to their rear. A
can use its breath weapon up to 3 times each day. A dragon’s first
tail attack inflicts the same damage as two claw attacks. Creatures
attack is always with its breath weapon. The number of points of
struck by the tail must make a Strength Saving Throw (DC 10 + ½ of the
damage any breath weapon does is equal to the dragon’s remaining
dragons' Hit Dice) or be stunned for 1d6 rounds. A tail slap can smash
number of Hit Points. Any damage done to a dragon will reduce the
a light wooden structure. This may be used in addition to the dragon’s
damage it can do with its breath weapon.
claw and bite attacks, but only against creatures standing behind the
After the first breath attack, a dragon may choose to attack with dragon (who may not be attacked with either the claw or bite
claws and bite. To determine this randomly, roll 1d6: a result of 1-3 attacks).
means that the dragon will use its claw and bite attacks; a result of 4-
6 means that the dragon will breathe again. Treasure: Younger dragons may have collected as little as ¼ to ½ of
the normal listed treasure; older dragons may have as much as double
A dragon’s breath weapon appears as one of three different shapes:
the listed amount. Dragon treasure is only found in the dragon’s lair.
cone-shaped, a straight line, or a cloud of gas.
These lairs are rarely left unguarded, and are well· hidden to prevent
A cone-shaped breath begins at the dragon’s mouth (where it is 5’ easy discovery.
wide) and spreads out until it is 30’ wide at its furthest end.

CHAPTER 6: MONSTERS 98
Black Dragon Blue Dragon Green Dragon Red Dragon White Dragon

Brass Dragon Bronze Dragon Copper Dragon Gold Dragon Silver Dragon

Chromatic Dragons Red Dragon: A red dragon’s breath weapon is a searing cone of fire.
Black Blue Green Red White They have a 50% chance of talking. Those that speak may cast three
Armor Class: 18 20 19 21 17 1st, 2nd, and 3rd level spells per day.
Hit Dice: 7** 9** 8** 10** 6** Red dragons can be found on great hills or on soaring mountains. They
Check Bonus: 3 4 3 5 3 prefer to lair in large caves that extend deep into the earth. Red
Move: 30’, 30’, 30’, 30’, 30’, dragons are the most covetous and greedy of all dragons, forever
80’ flight 80’ flight80’ flight 80’ flight 80’ flight seeking to increase their treasure hoards. They are exceptionally vain
No. Appearing: 1 (1-4) 1 (1-4) 1 (1-4) 1 (1-4) 1 (1-4) and self-confident, considering themselves superior not only to other
Chance Sleeping: 40% 20% 30% 10% 50% dragons, but to all other life in general.
Morale Score: 13 16 16 18 13
White Dragon: A white dragon’s breath weapon is a come of frost.
Treasure Type: H H H H H
They have a 10% chance of talking. Those that speak may cast three
Alignment: Chaotic Neutral Chaotic Chaotic Chaotic
1st level spells per day.
Attacks: 2 claws, 2 claws, 2 claws, 2 claws, 2 claws,
1 bite 1 bite 1 bite 1 bite 1 bite White dragons live in chilly or cold regions, preferring lands where the
Damage: 2-5, 2-5, 2-7, 2-7, 1-6, 1-6, 1-8, 1-8, 1-4, 1-4, temperature rarely rises above freezing and ice and snow always
2-20 3-30 3-24 3-30 2-16 cover the ground. White dragons, the smallest and weakest of the evil
Special Attacks: Breath Breath Breath Breath Breath dragons, are slow-witted but efficient hunters.
weapon, weapon, weapon, weapon, weapon,
buffet, buffet, buffet, buffet, buffet, Metallic Dragons
tail slap tail slap tail slap tail slap tail slap Brass Bronze Copper Gold Silver
Breath Type: Acid Lightning Chlorine Fire Cold Armor Class: 19 20 18 22 21
gas Hit Dice: 7** 9** 8** 10** 9**
Breath Shape: 60’ 100’ 20’ radius 90’ 80’ Check Bonus: 3 4 3 3 3
line line cloud cone cone Move: 30’, 30’, 30’, 30’, 30’,
Special Defenses: Resist Resist Resist Resist Resist 80’ flight80’ flight 80’ flight 80’ flight 80’ flight
acid lightning poison fire cold No. Appearing: 1 (1-4) 1 (1-4) 1 (1-4) 1 (1-4) 1 (1-4)
Black Dragon: Black dragons shoot forth a 5’ wide and 60’ long stream Sleeping: 20% 10% 20% 5% 10%
of acid from their maw. Black dragons are abusive, quick to anger, Morale Score: 16 18 18 18 16
and resent intrusions of any kind. They have a 20% chance of talking. Treasure Type: H H H H H
Those that speak may cast four 1st level spells per day. Alignment: Neutral Lawful Neutral Lawful Lawful
Attacks: 2 claws, 2 claws, 2 claws, 2 claws, 2 claws,
They like dismal surroundings, heavy vegetation, and prefer darkness 1 bite 1 bite 1 bite 1 bite 1 bite
to daylight. Black dragons prefer to ambush their targets. Damage: 2-5, 2-5, 2-7, 2-7, 1-6, 1-6, 2-8, 2-8, 1-8, 1-8,
Blue Dragon: Blue dragons release an arc of lightning, 100’ long and 2-20 3-30 3-24 6-36 3-30
5’ wide, from their mouth. They have a 40% chance of speaking. Special Attacks: Breath Breath Breath Breath Breath
Those that speak may cast four 1st and 2nd level spells per day. weapon, weapon, weapon, weapon, weapon,
buffet, buffet, buffet, buffet, buffet,
Blue dragons are found in deserts; arid, windswept plains; and hot tail slap tail slap tail slap tail slap tail slap
humid badlands. They prefer to fight from a distance or with surprise. Breath Types: See text Lightning, Acid, Fire, Cold,
Green Dragon: Green dragons bellow out a cloud of chlorine gas as see text see text see text see text
their breath weapons. Those within the cloud may make a CON Saving Breath Shapes: 70’ cone, 100’ line, 100’ line, 90’ cone, 80’ cone,
Throw to take ½ damage. They have a 30% chance of speaking. see text see text see text see text see text
Those that speak may cast three 1st and 2nd level spells per day. Special Defenses: Resist Resist Resist Resist Resist
fire lightning acid fire cold
Green dragons are found in sub-tropical and temperate forests.
Green dragons are bad tempered, mean, cruel, and rude.

CHAPTER 6: MONSTERS 99
Brass Dragon: Brass dragons have two breath weapons: a 70’ long Dragon turtles are so large that sailors have mistakenly anchored on
cone of sleep gas (as the spell) and a cloud of fear gas (as Cause ones floating on the surface, thinking the hard shell to be a small island.
Fear). They are still limited to using their breath weapon thrice per day. Besides its powerful claws and bite, the dragon turtle is also able to use
They have a 40% chance of speaking. Those that speak may cast four a breath weapon. It can breathe a 30’ wide cloud of steam to a
1st and 2nd level spells per day. distance of 90’. This breath weapon will do damage in the same
Brass dragons are found in arid, warm climates, ranging from sandy manner as a dragon’s, inflicting Hit Points of damage equal to the
deserts to dry steppes. They are egotistical and boorish, and any help current Hit Points of the dragon turtle. A DC 25 Dexterity Saving Throw
that they offer usually comes at a price. reduces damage by half.

Bronze Dragons: Bronze dragons, like all metallic dragons, have two Dragon turtles live in great caverns on the bottom of the deepest
breath weapons: a 100’ long line of lightning and a cloud of repulsion oceans, where they keep the treasures of sunken ships. On occasion
gas. Those failing their Wisdom Saving Throw against the gas cannot they will rise under ships, attempting to overturn them and devour the
approach the dragon for 1 minute. They are still limited to using their occupants.
breath weapon thrice per day. They have a 50% chance of talking. Note: Dragon turtles are extremely powerful creatures that should not
Those that speak may cast three 1st level, 2nd level, and 3rd level spells be used unless the player characters are of very high level.
per day.
Bronze dragons like to be near deep fresh or salt water. Bronze Dragonne
dragons are inquisitive and fond of engaging humans and demi- Armor Class: 14 No. Appearing: 1 (1)
humans in conversation and riddle games. Hit Dice: 8* Morale Score: 18
Copper Dragon: Copper dragons use both a 100’ stream of acid or a Check Bonus: 4 Treasure Type: B
cloud of slowing gas (as the reverse of Haste) as breath weapons. They Move: 40’, 30’ flight Alignment: Neutral
are still limited to using their breath weapon thrice per day. They have Attacks: 2 claws, 1 bite, 1-8, 1-8, 3-18
a 40% chance of speaking. Those that speak may cast four 1st level Special Attacks: Roar
and 2nd level spells per day. Special Defenses: Nil
Like bronze dragons, they enjoy riddles, but also revel in telling jokes Possessing some of the most dangerous qualities of a lion and a brass
and pulling pranks on humans and demi-humans that they meet. They dragon, the dragonne is a vicious and deadly hunter, and a threat to
are sore losers and are both selfish and greedy. Copper dragons like many who travel in warmer climates.
dry, rocky uplands and mountains. They lair in narrow caves and often
conceal the entrances. The dragonne is covered with
thick, brass-colored scales,
Gold Dragon: Gold dragons may breathe either fire (like a red dragon) much like a brass dragon, and
or chlorine gas (like a green dragon), though they still have a total of its mane is much thicker and
3 breath weapon attacks per day. Gold dragons always talk and use made of far coarser hair than a
spells. They may cast four 1st, 2nd, and 3rd level spells each day. They lion’s. The beast also possesses
can also change their shape, and often appear in the form of a huge claws and fangs, brass-
human or animal. colored wings that stretch from
Gold dragons can live anywhere. Their guarded lairs are secluded and the creature’s shoulders, and
always made of solid stone, either caves or castles. Gold dragons are large eyes, usually brass-colored
wise, judicious, and benevolent. like its scales. Dragonnes do not
have their own language.
Silver Dragon: Silver dragons have both a cone of frost and cloud of Instead, they speak the
paralyzing gas as breath weapons. Those caught in the cloud of gas languages of brass dragons and
must make a Strength Saving Throw or be paralyzed for 1 minute. They sphinxes.
still have a total of 3 breath weapon attacks per day.
If a dragonne is in combat with
Silver dragons have a 60% chance of speaking. Those that speak may an especially deadly opponent
cast three 1st, 2nd, and 3rd level spells each day. They change shape, or is badly wounded, it will use its
like gold dragons. deadly roar. A dragonne’s roar
Silver dragons prefer aerial lairs on secluded mountain peaks amongst causes weakness (due to fear)
the clouds. Silver dragons are kindly and helpful to those in need. in all creatures within 120 feet of
the monster, unless they pass a
Dragon Turtle DC 14 Charisma Saving Throw.
Those creatures that save are
Armor Class: 22 not affected, but those that fail to save suffer a -2 penalty to all
Hit Dice: 30 Strength checks, including Saving Throws, and to all melee attack and
Check Bonus: 15 damage rolls for 2d6 rounds. In addition, those failing a DC 14
Move: 10’, 30’ swim Constitution save are deafened for 1d6 minutes. The dragonne’s roar
No. Appearing: 0 (1) can only be used once every three rounds.
Morale Score: 16
Treasure Type: H Driver Ant
Alignment: Chaotic
Armor Class: 17 No. Appearing: 2-8 (4-24)
Attacks: 2 claws, 1 bite, Hit Dice: 4* Morale Score: 18, see text
1-8, 1-8, 3-60 Check Bonus: 2 Treasure Type: U, see text
Special Attacks: Breath Move: 60’ Alignment: Neutral
weapon
Special Defenses: Nil Attacks: 1 bite, 1-12
Special Attacks: Nil
Dragon turtles appear to be some Special Defenses: Nil
unusual mixture of a dragon and a
gigantic turtle. They have the Driver ants are giant black ants about 6’ long. They are omnivorous.
head, limbs and tail of a great When hungry, they will devour anything edible in their path. Once
dragon and the hard shell of a engaged in combat, they will fight to the death, even trying to cross
turtle. These creatures live in the flames to reach their opponents.
depths of great oceans and seas, The nest-lair will always be guarded by 4d6 driver ants. There are
seldom surfacing or approaching legends of driver ants mining gold, and there is a 30% chance that a
land. driver ant lair will contain 1d10 thousand gp worth of nuggets.

CHAPTER 6: MONSTERS 100


Dryad As long as their leader is fighting with them and still alive. dwarven
morale is 16 rather than 13. Dwarves hate goblinoids and orcs, and will
Armor Class: 15 No. Appearing: 0 (1-6) usually attack them on sight. They get a +1 to attack and damage rolls
Hit Dice: 2* Morale Score: 10 against orcs, goblins, hobgoblins, and bugbears. They also get a +2
Check Bonus: 1 Treasure Type: D bonus to Armor Class when fighting giants, ogres, ettins, and trolls.
Move: 40’ Alignment: Neutral
There are rumors of a race of evil, magic-using dwarves, called
Attacks: See text duergar, that able to grow to giant size and become invisible at will.
Special Attacks: Charm Person
Special Defenses: Merge with tree Efreeti *
A dryad is a beautiful female tree spirit, who lives in a woodland setting Armor Class: 17 No. Appearing: 1 (1)
or a dense forest. Each individual dryad always lives in a specific tree Hit Dice: 10* Morale Score: 18
and will die in one hour if taken more than 240’ away from it. A dryad Check Bonus: 5 Treasure Type: Nil
will also die if her tree dies. Move: 30’, 80’ flight Alignment: Chaotic
If a dryad wishes to be
unobserved, she will join Attacks: 1 fist, 2-16
with her tree, becoming Special Attacks: Spell use, see text
part of it. Special Defenses: Magic weapons to hit, +3 to all saves, immune to
fire
Dryads are extremely shy
and non-violent, but very Efreet are free-willed fire
suspicious of strangers. elementals. These beings
Anyone approaching or usually appear as clouds of
following a dryad (not smoke that solidify into
merely standing in the giant-sized demonic-faced
area of the tree) may be men surrounded by flames.
attacked by the powerful The air around them is
Charm Person spell these always hot and smoky.
creatures can cast. The Efreet are highly magical in
victim must make a DC 14 nature and get a +3 bonus
Charisma Saving Throw. to all Saving Throws (for a
total Saving Throw bonus of
A charmed character will +8). They can only be hit
approach the tree and with magic weapons and
be drawn into it. Unless are immune to fire.
rescued immediately, the
victim will never be seen Efreet can create objects,
again. Dryads hide their create illusions, and turn
treasure in hollows under invisible like djinn. They are
the roots of their trees. also able to create a Wall
of Fire up to 3 times per
Dwarf day. An efreeti may
transform its body into a
Armor Class: 16 No. Appearing: 1-6 (5-40)
pillar of flame that will set
Hit Dice: 1+1* Morale Score: 13, see text
fire to all flammable items
Check Bonus: 0 Treasure Type: G
within 5 feet. They can
Move: 20’ Alignment: Lawful/Neutral
retain the flame shape for 3 rounds maximum. The fire will also do an
Attacks: 1 weapon, by weapon additional 1-8 points of damage to all creatures struck by the efreet.
Special Attacks: Ancestral foes (see text) They may fly and carry up to 1,000 pounds while flying.
Special Defenses: Resistant to magic and poison (+4 to saves)
Efreet can be summoned by high level magic-users who have
Standing from four to 4½ feet researched the special spells required. Once summoned, efreet can
in height, and weighing 130 be forced to serve for 101 days. They are reluctant and difficult
to 170 pounds, dwarves tend servants and will obey their instructions exactly, attempting to distort
to be stocky and muscular. the meaning of whatever they have been told to do in order to cause
They have ruddy cheeks and trouble for their masters. Efreet hate djinn and will attack them on sight.
bright eyes. Their skin is
typically deep tan or light Elementals *
brown. Their hair is usually Elementals can be brought forth only from a large amount of their
black, gray, or brown, and element (open air, bare earth or rock, a large fire, or a large pond).
worn long, though not long After being summoned they must be controlled at all times by the
enough to impair vision in person who summoned them.
any way. They favor long
Control requires concentration (see both Duration and Concentration
beards and mustaches, too.
Checks on page 25). If the summoner loses concentration, the
Dwarves usually appear in elemental will turn and attempt to attack its summoner. It will also
clan groups or as war or attack any creature in the path between it and the one who
mining expeditions. summoned it. Once control is lost, it can never be regained. An
elemental vanishes when dispelled, when the elemental is slain, or
For every 20 dwarves there when the summoner orders the elemental to return from whence it
will be one leader (level 3-8) and who may have magical items. To came while it is still under control. Elementals can be hit only by magic
check for possible magical items, multiply the leader’s level by 5. The or magic weapons.
result is the percentage chance for that leader to own a magical item
from any one subtable. Staff elementals (the weakest) are summoned by a magic-user with a
special staff. Device elementals are summoned with the use of a
Roll separately for each type (subtable) of magic treasure. Check all special miscellaneous magic item. Conjured elementals are
the subtables except the Scroll subtable and the Wand/Rod/Staff summoned through use of the 5th level magic-user/elf spell Conjure
subtable. Elemental.

CHAPTER 6: MONSTERS 101


Air Earth Fire Water Elf
Armor Class: Variable Variable Variable Variable
Hit Dice: Variable Variable Variable Variable Armor Class: 15 No. Appearing: 1-4 (2-24)
Check Bonus: Variable Variable Variable Variable Hit Dice: 1* Morale Score: 13, see text
Move: 120’ flight 20’ 40’ 20’, 60’ swim Check Bonus: 0 Treasure Type: E
No. Appearing: 1 (1) 1 (1) 1 (1) 1 (1) Move: 40’ Alignment: Neutral
Morale Score: 16 16 16 16 Attacks: 1 weapon, by weapon
Treasure Type: Nil Nil Nil Nil Special Attacks: Spell use
Alignment: Neutral Neutral Neutral Neutral Special Defenses: Immune to Sleep, Charm, and ghoul’s paralysis,
Attacks: Whirlwind Fist Fist Fist keen senses, stealthy
Damage: Variable Variable Variable Variable Elves are shorter and slighter of build than humans. Most elves are
Special Attacks: See text See text See text See text dark-haired, though fair hair is also seen, and their eyes are a beautiful,
Special Defenses: See text See text See text See text deep shade of green. The features of an elf are delicate and finely
chiseled. They have Darkvision to a range of 60’.
Staff Device Conjured
Elves are cautious fighters
Elemental Elemental Elemental
and always use their
Armor Class: 18 20 22
strengths to advantage if
Hit Dice: 8 12 16
possible. One of their
Check Bonus: 4 6 8
greatest strengths is the
Damage: 1-8 2-16 3-24
ability to pass through natural
Air elementals appear as great whirlwinds 2’ tall and ½’ in diameter for surroundings, such as woods
each Hit Die they have (a staff elemental would be 16’ tall and 4’ or forests, silently and almost
across). The whirlwind will buffet all creatures within 5’ for the listed invisibly (+4 bonus to all DEX
damage. Creatures that take damage must make a Strength check checks made to move
or be knocked back 20’. The DC for this check equals 10 + ½ of the stealthily). Their keen senses
elemental’s Hit Dice. Those failing the save take an additional 2d6 of also give them a +2 bonus on
damage. Air elementals do an extra 1-8 points of damage against Surprise checks and to
flying opponents. Wisdom (Perception) checks.
They get a +1 bonus to all
Earth elementals appear as huge man-like figures 1’ tall for each Hit attack rolls made with bows,
Die they have (thus a conjured elemental would be 16’ tall). Earth swords, or short swords.
elementals cannot cross a water barrier wider than their height. Earth
Each elf will have one 1st level
elementals do an extra 1-8 points of damage against opponents on
spell (chosen at random).
the ground.
When a group of 15 or more elves appears, one of them will be a
Fire elementals appear as swirling pillars of roaring flame 1’ tall and 1’ leader of level 2-7. Check for possible magical items that the leader
in diameter for each Hit Die they have; a device elemental would be may have. To check for items, multiply the leader’s level by 5. The result
12’ tall and 12’ across. They cannot cross a water barrier wider than is the percentage chance for that leader to have a magic item from
their own diameter. They do an additional 1-8 points of damage any one of the magic subtables. Roll separately for each subtable,
against all creatures with cold-based attacks. and check all the magic subtables. As long as their leader is alive,
elven morale is 16 rather than 13.
Water elementals appear as great waves of water ½’ tall and 2’ in
diameter for each Hit Die they have (a staff elemental will be 4’ tall Legend tells of a race of exiled, subterranean elves who plot their
and 16’ across). Water elementals are not able to move more than 60’ revenge upon their surface cousins.
from water. They do an extra 1-8 points of damage against opponents
in water. Ettin

Armor Class: 16 No. Appearing: 1 (1-4)


Elephant Hit Dice: 8 Morale Score: 15
Armor Class: 15 No. Appearing: 0 (1-20) Check Bonus: 4 Treasure Type: E plus 5,000gp
Hit Dice: 9 Morale Score: 12 Move: 40’ Alignment: Chaotic
Check Bonus: 4 Treasure Type: See text Attacks: 2 clubs, 2-16, 2-16
Move: 40’ Alignment: Special Attacks: Nil
Attacks: 2 tusks or 1 trample, 2-8, 2-8 or 4-32 Special Defenses: Keen senses, +2 to WIS checks made to examine
Special Attacks: Charge their surroundings.
Special Defenses: Nil Ettins, or two-headed giants, as they
are often called, are vicious hunters
Any number of elephants from a that stalk by night and eat any meat
lone rogue to an entire herd may they can catch.
be encountered. Both males
and females have tusks. An ettin stands 12 feet tall and has
pink to brownish skin, though it
In combat, elephants will first appears to be covered in a dark
charge, striking with their tusks for brown hide. This is because an ettin
double damage. In succeeding never bathes if it can help it and is
combat rounds, they will either therefore usually encrusted with a
strike with their tusks (25%) or thick layer of dirt and grime. Its skin is
trample (75%). If the opponent is thick, giving the ettin its high Armor
man-sized or smaller, the Class. An ettin’s hair is long, stringy,
elephant receives a bonus of + 4 and unkempt; its teeth are large,
on attack rolls when trampling. yellowing, and often rotten.
Elephants dwell at the edge of The ettin’s facial features strongly
subtropical forest areas. Their resemble those of an orc - large
tusks are valued for the ivory and watery eyes, turned-up piggish
may be sold for 100-600 gp snout, and large mouth.
each.

CHAPTER 6: MONSTERS 102


Ferret, Giant check morale. Piranhas inhabit warm fresh waters and prefer rivers to
lakes.
Armor Class: 15 No. Appearing: 1-8 (1-12)
Hit Dice: 1+1 Morale Score: 13 Giant Spiny Rockfish: This fish, found in shallow salt water, is very difficult
Check Bonus: 0 Treasure Type: Nil to distinguish from normal boulders (+4 bonus to DEX checks made to
Move: 50’ Alignment: Neutral hide). The rockfish is normally harmless, but will viciously attack anyone
who disturbs it. Its body is covered with spines, and it may lash 4 of
Attacks: 1 bite, 1-8 them at any character. These spines do 1-4 points of damage each
Special Attacks: Nil and are deadly poisonous (DC 12 CON save or die).
Special Defenses: Nil

Giant ferrets look like 3’ long weasels. They hunt giant rats Frog, Giant
underground, and are sometimes trained for this purpose. Armor Class: 13 No. Appearing: 0 (2-8)
Unfortunately, their tempers are highly unpredictable and they have Hit Dice: 3 Morale Score: 12
been known to attack their trainers and other humans. Check Bonus: 1 Treasure Type: Nil
Move: 20’, 45’ swim Alignment: Neutral

Attacks: 1 bite, 2-8


Special Attacks: Swallow whole
Special Defenses: Camouflage

Giant frogs resemble their more common relatives in everything but


size. Their enormous size means that they consider larger creatures as
a source of food, making small creatures and even demi-humans
possible prey. A giant frog is roughly 6’ in length and weigh between
approximately 200 pounds. Because of its camouflaging color, a giant
frog gains a +4 bonus to all Dexterity (Stealth) checks made in its
natural habitat.
Giant frogs can leap forward up to 60 feet. A giant frog cannot jump
backward or directly to either side but can leap 30 feet straight up.
On a roll of a natural 20, a giant frog will swallow a Small-sized creature
Fish, Giant whole. Any creature swallowed whole has a chance to cut its way
Catfish Gar Piranha Rockfish out of the frog with an edged weapon (with a -4 penalty to attack rolls
Armor Class: 16 20 14 13 but striking against Armor Class 10). Any external damage inflicted
Hit Dice: 8+3* 10+2* 3+3 5+5 upon a frog that has swallowed a creature whole does ½ of that
Check Bonus: 4 5 1 2 damage to the swallowed victim.
Move: 30’ swim 60’ 50’ 60’
No. Appearing: 0 (1-2) 0 (1) 0 (2-8) 0 (2-8) Giant frogs fear fire and always retreat from it.
Morale Score: 13 16 11, see text 13
Treasure Type: Nil Nil Nil Nil
Alignment: Neutral Neutral Neutral Neutral

Attacks: 1 bite, 1 bite 1 bite 4 spines


4 feelers
Damage: 2-16, 2-20 1-8 1-4 plus
(1-4) x 4 poison
Special Attacks: Nil Swallow Nil Poison
Special Defenses: Nil Nil Nil Camouflage

Giant Catfish: This chalky white fish is about 15’ long. It has two long
Gargoyle*
feelers that sprout from each side of its mouth and lurks in the cool
muck of river and lake bottoms, attacking swimmers or things moving Armor Class: 15 No. Appearing: 1-6 (2-8)
on the bottom. Hit Dice: 4* Morale Score: 16
Check Bonus: 2 Treasure Type: C
Giant Gar: These fish are almost 30’ long and covered with thick
Move: 30’, 50’ flight Alignment: Chaotic
armorlike scales. Gars are vicious fighters. On a roll of 18 or better they
will swallow their prey whole. Attacks: 2 claws, 1 bite, 1 horn, 1-3, 1-3, 1-6, 1-4
Any character swallowed takes 2-12 points of damage per round and Special Attacks: Nil
must make a DC 15 Strength check or be held fast within the beast’s Special Defenses: Immune to Sleep and Charm spells, see text
gullet. If the character passes the check, he or she may try to hack a
Gargoyles are magical monsters and save as 8 Hit Die creatures. They
way out. Unless using a Small-sized weapon, he or she will suffer a -4
can only be hit with magic or magical weapons. As pictured in
penalty to attack rolls. The Armor Class within the fish is 10.
medieval architecture, they are horned, clawed, fanged, winged,
Giant Piranha: These deadly fish are 5’ in length and have green and hideous-looking beasts. Their skin looks exactly like stone and they are
black scales. They will attack anything that disturbs the water near often mistaken to be statues, gaining a +4 bonus to all Dexterity
them. Once blood is drawn, they go into a feeding frenzy and will not (Stealth) checks made to hide amongst natural or worked stone.

CHAPTER 6: MONSTERS 103


Gargoyles are very cunning and at least semi-intelligent. They will checks, as well as attack and damage rolls, and take a -2 penalty to
attack nearly anything that approaches them. Gargoyles are not their Armor Class. The Movement Rate of sickened creatures is
affected by Sleep or Charm spells. The DM is advised to use gargoyles reduced by half.
only if the player characters have at least one magical weapon. Worse, the ghast shares the ghoulish ability to paralyze with their touch
(DC 13), and their attack is so potent that it will even affect elves.
Gelatinous Cube Paralysis caused by a ghast lasts for 2-8 turns.
Armor Class: 12 No. Appearing: 1 (1) Ghasts, like ghouls, are undead and, thus, Sleep and Charm spells do
Hit Dice: 4* Morale Score: 18 not affect them.
Check Bonus: 2 Treasure Type: V
Move: 20’ Alignment: Neutral Ghost*
Attacks: 1 pseudopod, 2-8 plus paralysis Armor Class: 20, see text No. Appearing: 1 (1)
Special Attacks: Paralysis Hit Dice: 8** Morale Score: 18
Special Defenses: Nearly invisible, immune to cold and lightning Check Bonus: 4 Treasure Type: B
Move: 40’ flight Alignment: Chaotic

Attacks: 1 touch, see text


Special Attacks: Aging touch, gaze attack, possession
Special Defenses: Incorporeal, undead immunities, weapon
immunity

Ghosts are the spirits of humans who were either so greatly evil in life
or whose deaths were so unusually emotional they have been cursed
to forever haunt the site of their death. These spirits hate the living and
seek their destruction.
As ghosts are non-corporeal, existing on the Ethereal Plane, they are
usually encountered only by creatures in a like state, although they
can be seen by non-ethereal creatures.
The supernatural power of a ghost is such, however, that the mere
sight of one causes any humanoid being to flee in panic for 2d6
minutes unless a DC 14 CHA Saving Throw is made. Clerics gain a +2
bonus to this Saving Throw.
Any creatures within 180 feet of a ghost are subject to attack by Magic
Jar (DC 14 CHA save negates). If the ghost fails to Magic Jar its chosen
victim, it will then semi-materialize in order to attack by touch.
Semi-materialized ghosts can be struck only by silver or magical
weapons. If they strike an opponent, their touch ages the target by
1d8 x 5 years (DC 14 CON save to resist). Ghosts can be damaged by
holy water while in their semi-material form.
While a ghost is non-corporeal it can only be combatted by another
creature on the Ethereal Plane (in which case the ghost has an Armor
These monsters are made of a clear jelly and are shaped like cubes Class of 12). Note that ghosts can only be attacked with spells by
that are about 10’ on a side. Due to their near transparency and silent ethereal creatures.
movement, characters must make a DC 20 Wisdom (Perception)
check in order to notice them. Any human or demi-human killed by a ghost is drained of its life
essence and is forever dead.
They move through the rooms and corridors of dungeons, sweeping
the halls clean of all living and dead material. In the process, they Ghoul
may pick up items they can’t dissolve (such as gold pieces and gems).
Armor Class: 14 No. Appearing: 1-6 (2-16)
Though they usually eat carrion, they will attack any living creature
Hit Dice: 2** Morale Score: 14
they encounter, inflicting 2d4 points of damage. Each successful hit
Check Bonus: 1 Treasure Type: B
will paralyze the victim unless a DC 14 Strength Saving Throw is made.
Move: 30’ Alignment: Chaotic
This paralysis lasts 2-8 turns (20-80 minutes) unless removed by a
Remove Paralysis spell. Any attacks on a paralyzed victim will Attacks: 2 claws, 1 bite, 1-3, 1-3, 1-3
automatically hit (only a damage roll is needed). A gelatinous cube Special Attacks: Paralysis
may be harmed by fire and weapons, but not by cold or lightning. Special Defenses: Undead immunities

Ghast Ghouls are undead creatures.


They are hideous, beast-like
Armor Class: 15 No. Appearing: 1-4 (1-4) humans who will attack anything
Hit Dice: 4** Morale Score: 16 living.
Check Bonus: 2 Treasure Type: C
Any attack by a ghoul will
Move: 40’ Alignment: Chaotic
paralyze any creature of ogre-
Attacks: 2 claws, 1 bite, 1-4, 1-4, 1-6 size or smaller (except elves) that
Special Attacks: Paralysis they hit successfully, unless the
Special Defenses: Carrion stench, undead immunities victim makes a DC 12 Strength
Saving Throw. This paralysis lasts 2-
These creatures are so like ghouls (see below) as to be completely 8 turns.
indistinguishable from them, and they are usually found only with a
pack of ghouls. Once an opponent is paralyzed,
the ghoul will turn and attack
When a pack of ghouls and ghasts attacks it will quickly become another opponent, until either
evident that ghasts are present, for they exude a carrion stench in a the ghoul or all the opponents
10’ radius which causes retching and nausea unless a DC 12 CON are paralyzed or dead.
Saving Throw is made. Those failing to make this save are sickened.
Sickened creatures suffer a -2 penalty to Strength and Dexterity

CHAPTER 6: MONSTERS 104


Giant often build castles above the
Cloud Giant Fire Giant Frost Giant timberline of snow-capped
Armor Class: 16 16 16 mountains. They will always have
Hit Dice: 12+3 11+2 10+1 either 3-18 (3d6) polar bears (20%
Check Bonus: 6 5 5 chance) or 6-36 (6d6) wolves (80%
Move: 40’ 40’ 40’ chance) as guards. Frost giants are
No. Appearing: 1-2 (1-3) 1-2 (1-3) 1-2 (1-4) not affected by cold-based attacks.
Morale Score: 16 14 14
Treasure Type: E + 5,000 gp E + 4,000 gp E + 3,000 gp Hill Giants: These hairy brutes are 12’
Alignment: Neutral Chaotic Chaotic tall and very stupid. They wear
animal skins and carry huge clubs
Attacks: 1 weapon 1 weapon 1 weapon and spears.
Damage: 6-36 5-30 4-24 These giants live in the foothills of
Special Attacks: Throw boulders Throw boulders Throw boulders mountains and raid human
Special Defenses: Immune to Immune to Immune to communities from time to time for
cold fire cold food and plunder.
Hill Giant Stone Giant Storm Giant Stone Giants: These giants are 14’ tall and
Armor Class: 16 18 18 have gray rock-like skin. They use large
Hit Dice: 8 9 15* stalactites as clubs. They hurl rocks (close
Check Bonus: 4 4 7 range of 60’) for 3-18 (3d6) points of
Move: 40’ 40’ 50’ damage.
No. Appearing: 1-4 (2-8) 1-2 (1-6) 1 (1-3)
Morale Score: 13 14 16 They live in caves or crude stone huts and
Treasure Type: E + 1,000 gp E + 2,000 gp E + 8,000 gp may (50%) have 1-4 cave bears as guards.
Alignment: Chaotic Neutral Lawful
Storm Giants: These are the tallest giants,
Attacks: 1 weapon 1 weapon 1 weapon often over 22’ tall. They have bronze
Damage: 2-16 3-18 8-48 colored skin and bright red or yellow hair.
Special Attacks: Nil Throw boulders Lightning bolt, They love thunderstorms and may create
throw boulders one in 10
Special Defenses: Nil Nil Immune to minutes. If a storm is present, a storm
cold and giant may throw one lightning bolt every
lightning 5 rounds. This bolt will do damage equal
to the remaining Hit Points of the giant (a
Cloud Giants: These fierce giants
Dexterity Saving Throw will reduce this to
have white or gray skin and hair.
½ damage).
They wear pale robes and stand 20’
tall. Cloud giants have keen eyes Storm giants live on mountain tops, in
and a sharp sense of smell, so they cloud castles, or deep under water. Their
are rarely surprised, gaining a +4 castles will always be guarded by either
bonus to all Wisdom (Perception) 2-8 (2d4) griffons (mountains and clouds)
checks. They may throw boulders or 3-18 (3d6) giant crabs (under water).
(close range of 40’) for 3-18 (3d6) Lightning does not affect these giants,
points of damage. They live in and they are often found in the middle
castles in the sides of mountains or of fierce storms, enjoying the weather.
atop masses of clouds. Their guards
will be 3-18 (3d6) giant hawks Gnoll
(clouds or mountains) or 6-36 (6d6)
dire wolves (mountains only). Cloud Armor Class: 15 No. Appearing: 1-6 (3-18)
giants hate to be disturbed and Hit Dice: 2 Morale Score: 13
may block mountain passes to Check Bonus: 1 Treasure Type: D
discourage trespassers. Cloud Move: 30’ Alignment: Chaotic
giants are not affected by cold-
based attacks. Attacks: 1 weapon or bite, by weapon or 2-8
Special Attacks: Nil
Fire Giants: These giants have red skin and Special Defenses: Nil
dark black hair and beards. They are 16’
tall and wear copper, brass, or bronze Gnolls are beings of
armor. Fire giants throw rocks (close range low intelligence that
of 40’) for 3-18 (3d6) points of damage. Fire appear to be hyena-
giants usually make their home near headed humanoids.
volcanoes or other equally hot places. They may use any
Their castles are low and have thick walls weapons.
and are made of black baked mud They are strong, but
reinforced with crude iron. dislike work and prefer
They will always to bully and steal for a
have either 1-3 living. For every 20
hydras (20%) or gnolls encountered,
3-18 (3d6) one will be a leader
hellhounds (80%) as guards. These giants with 3 Hit Dice.
are not affected by fire-based attacks.
Gnolls are rumored to
Frost Giants: These awesome giants are be the result of a
pale skinned with light yellow or light blue magical combination
hair. They stand 18’ tall, have long full of a gnome and a troll
beards, and wear fur skins and iron armor. by an evil magic-user.
Frost giants may hurl rocks (close range of
40’) for 3-18 (3d6) points of damage. They

CHAPTER 6: MONSTERS 105


Gnome In the goblin lair lives a goblin king with 3 Hit Dice and a +1 bonus to all
attack and damage rolls. The goblin king has a bodyguard of 2-12
Armor Class: 15 No. Appearing: 1-8 (5-40) goblins with 2 Hit Dice. The king and his bodyguard may fight in full
Hit Dice: 1+1* Morale Score: 13, see text daylight without a penalty.
Check Bonus: 0 Treasure Type: C
Move: 20’ Alignment: Lawful/Neutral The goblins’ morale will be 13 rather than11 if their king is with them
and still alive. Treasure Type C is only found in the goblin lair or when
Attacks: 1 weapon, by weapon goblins are encountered in the wilderness.
Special Attacks: Nil
Special Defenses: Ancestral foes (see text) Golems*
Resistant to magic and poison (+4 to saves) A golem is a powerful monster, created and animated by a high level
magic-user or cleric. They can be made of almost any material, but
Gnomes are a human-like race related to dwarves. They are smaller the ones listed are typical. The DM should feel free to create his own,
than dwarves and have long noses and full beards. Gnomes, like with any special powers desired.
dwarves, have Darkvision. They usually live in burrows in the lowlands.
Gnomes are excellent metalsmiths and miners. They love gold and Normally golems can only be hit by magic weapons. As animated
gems and have been known to make bad decisions just to obtain creatures, golems are also immune to Sleep and Charm spells, as well
them. They love machinery of all kinds and like to use crossbows as as poison, paralysis, disease, and energy drain. Creating a golem Is
missile weapons and war hammers in hand-to-hand combat. Gnomes costly, time consuming, and beyond the power of all but the highest-
like most dwarves, but war with goblins and kobolds who steal their level player characters.
precious gold. They will usually attack kobolds on sight. Gnomes get
Amber Golem* Bone Golem*
a +1 to attack and damage rolls against goblins, hobgoblins, and
Armor Class: 14 18
kobolds. They also get a +2 bonus to Armor Class when fighting giants,
Hit Dice: 10** 8*
ogres, ettins, and trolls.
Check Bonus: 5 4
For every 20 gnomes, one will be a leader with 2 Hit Dice. In the gnome Move: 60’ 40’
lair lives a clan chieftain and his 1-6 bodyguards. The clan chieftain No. Appearing: 1 (1) 1 (1)
has 4 Hit Dice and gains a bonus of +1 on attack and damage rolls. Morale Score: 18 18
The bodyguards will have 3 Hit Dice. Treasure Type: Nil Nil
Alignment: Neutral Neutral
As long as the clan chieftain
or leader is alive, all gnomes Attacks: 2 claws 2 or 4 weapons
within sight of him have a Damage: 2-12, 2-12 By weapons
morale of 16 rather than 13. Special Attacks: Nil Nil
To check for possible magical Special Defenses: Detect invisible, Golem immunities.
items, multiply the leader’s Hit faultless trackers, Immune to cold, fire,
Dice by 5. The result is the golem immunities and lightning
percentage chance for that Amber Golem: These resemble
leader to own a magical item giant lions or tigers. They are
from any one subtable. faultless trackers and can
Roll separately for each type detect invisible creatures
(subtable) of magic treasure. within 60’.
Check all the subtables Bone Golem: These are 6’ tall
except the Scroll subtable creatures made from the
and the Wand/Rod/Staff bones of dead men bound
subtable. together into a manlike form.
They wield weapons from
Goblin skeletal arms that are fastened
to their bodies at various
Armor Class: 14 No. Appearing: 2-8 (6-60) points. Either four 1-handed
Hit Dice: 1-1 Morale Score: 11, see text weapons or two polearms may
Check Bonus: 0 Treasure Type: R (C) be used by a bone golem, and
Move: 30’ Alignment: Chaotic it will attack up to two enemies
Attacks: 1 weapon, by weapon per round. Bone golems are
Special Attacks: Nil immune to fire, cold, and
Special Defenses: Nil electrical attacks.

Goblins are a small, incredibly Bronze Golem* Clay Golem*


ugly, human-like race. Their Armor Class: 18 13
skin is a pale earthy color, Hit Dice: 20** 10*
such as chalky tan or livid Check Bonus: 10 5
gray. Their eyes are red, and Move: 80’ 30’
glow when there is little light, No. Appearing: 1 (1) 1 (1)
somewhat like rat’s eyes. Morale Score: 18 18
Treasure Type: Nil Nil
Goblins live underground Alignment: Neutral Neutral
and have well-developed
Darkvision to 90’. In full Attacks: 1 fist plus heat 1 fist
daylight they fight with a Damage: 3-30 2-20
penalty of -1 on their attack Special Attacks: Heat damage Haste
rolls. Special Defenses: Golem immunities. Golem immunities
Goblins hate dwarves and Immune to fire
will attack them on sight. Bronze Golem: These creations look somewhat like fire giants. Their skin
There is a 20% chance that ¼ is bronze and molten metal courses within their bodies.
of all goblins encountered will
be riding a dire wolf. Any creature hit by a bronze golem will take 1-10 more points of heat
(fire) damage from the great heat inside it. Anyone scoring damage
on a bronze golem with an edged weapon must make a DC 14

CHAPTER 6: MONSTERS 106


Dexterity Saving Throw or take 2-12 (2d6) points of damage from the Iron Golem: An iron golem is twice the height of a normal man and
fiery “blood” spurting out of the wound. Bronze golems are not weighs around 5000 pounds. It can be fashioned in any stylized
affected by fire-based attacks. manner, just like the stone golems, although it almost always is built
displaying armor of some sort. Its features are much smoother in
Clay Golem: The clay golem is a contrast to the stone golem. Iron golems are sometimes found with a
humanoid body made from clay sword (relative to their size) in one hand.
that stands about 8 feet tall and
weighs around 600 pounds. The iron golem cannot speak
or make any vocal noise, nor
The features are grossly distorted does it have any
from the human norm. The chest distinguishable odor. It
is overly large, with arms moves with a ponderously
attached by thick knots of smooth gait at half the
muscle at the shoulder. Its arms speed of a normal man.
hang down to its knees and end Each step causes the floor to
in short stubby fingers. It has no tremble, unless it is on a thick,
neck and a large head with solid foundation.
broad flat features. Its legs are
short and bowed, with wide flat The iron golem is immune to
feet. A clay golem wears no non-magical weapons and
clothing except for a metal or stiff magical fire attacks repair 1
leather garment around its hips. It Hit Point of damage for each
smells faintly of clay. The golem cannot speak or make any noise. It Hit Die of damage it would
walks and moves with a slow and clumsy gait. have caused. All other spells
are ignored. Iron golems are
After it has engaged in at least one round of combat, the clay golem subject to the damage
can Haste itself for 3 rounds. It can only do this once per day. They inflicted by a rust monster.
can only be struck by magic weapons.
Once every minute (6 rounds), beginning either the first or second
Flesh Golem* Iron Golem* round of combat, the iron golem breathes out a cloud of poisonous
Armor Class: 11 19 gas (DC 18 CON Saving Throw) that kills those who do not make the
Hit Dice: 8** 16** Saving Throw). It does this automatically, with no regard to the effects
Check Bonus: 4 8 it might have. The gas cloud fills a 10 foot cube directly in front of it,
Move: 30’ 20’ which dissipates in 1 round.
No. Appearing: 1 (1) 1 (1)
Morale Score: 18 18 Stone Golem* Wood Golem*
Treasure Type: Nil Nil Armor Class: 16 13
Alignment: Neutral Neutral Hit Dice: 13** 2+2
Check Bonus: 6 1
Attacks: 2 fists 1 sword Move: 20’ 40’
Damage: 2-12, 2-12 2-24 No. Appearing: 1 (1) 1+1
Special Attacks: Haste Poison gas Morale Score: 18 18
Special Defenses: Golem immunities, Golem immunities, Treasure Type: Nil Nil
immune to cold and immune to spells, Alignment: Neutral Neutral
fire, healed by healed by magical
lightning fire Attacks: 1 fist 1 fist
Damage: 2-20 1-8
Flesh Golem: The flesh golem stands a head and a half taller than Special Attacks: Slow Nil
most humans and weighs almost 350 pounds. It is made from a Special Defenses: Golem immunities, Nil
ghoulish collection of stolen human body parts, stitched together to immune to magic
form a single composite human body. Its skin is the sickly green or (see text)
yellow of partially decayed flesh. A flesh golem smells faintly of freshly
dug earth and dead flesh. Stone Golem: A stone golem
is 9½ feet tall and weighs
around 2000 pounds. Its body
is of roughly chiseled stone,
frequently stylized to suit its
creator. For example, it might
be carved to look like it is
wearing armor with a symbol
on the chest plate. Sometimes
designs are worked into the
stone of its limbs. The head
may be chiseled to resemble
a helmet or other head piece.
Regardless of these elements,
it always has the basic
humanoid parts (2 arms, 2
legs, head with 2 eyes, nose,
mouth etc.). It is always
weaponless and never wears clothing.
The golem cannot speak, although it can emit a hoarse roar of sorts. A Flesh to Stone spell does not actually change the golem’s structure
It walks and moves with a stiff jointed gait, as if it is not in complete but does make it vulnerable to any normal weapon attacks for 1
control over its body parts. round. All other spells are ignored.
Flesh golems can only be struck by magical weapons. Any lightning
Wood Golem: These monsters are crude manlike figures about 3’ tall,
attack restores 1 Hit Point for each die of damage it would normally
rudely hacked from wood. They burn easily, suffering double damage
have done. All other spells are ignored by the creature.
from fire-based attacks.

CHAPTER 6: MONSTERS 107


Gorgon It dissolves wood and metal (in 6 rounds), but cannot dissolve stone.
Green slime often clings to walls and ceilings and will drop down on
Armor Class: 18 No. Appearing: 1-4 (1-4) surprised characters, requiring a DC 16 Wisdom (Perception) check to
Hit Dice: 8* Morale Score: 11 spot.
Check Bonus: 4 Treasure Type: (E)
Move: 40’ Alignment: Neutral Once in contact with flesh, it will stick and turn the flesh into green
slime. It cannot be scraped off, but must be burnt off or destroyed with
Attacks: 1 gore or breath, 2-12 or petrification a Cure Disease spell.
Special Attacks: Charge attack, Petrification cloud
When green slime drops on a victim (or is stepped on), the victim can
Special Defenses: Nil
usually burn it while it is dissolving armor and clothing. If it is not burned
A gorgon is a magical bull-like off, the victim will turn completely into green slime 1-4 (1d4) rounds
monster covered with large iron after the first 6-round (one minute) period. Burning does ½ damage to
scales. the green slime and the victim.
It gores opponents with its great
horns and will do double Griffon
damage if it hits when charging Armor Class: 15 No. Appearing: 0 (2-16)
at least 30’ over even terrain. Hit Dice: 7 Morale Score: 14
A gorgon also breathes clouds of Check Bonus: 3 Treasure Type: E
vapor that will petrify any Move: 40’, 120’ flight Alignment: Neutral
opponents who fail their DC 14
Attacks: 2 claws, 1 bite, 1-4, 1-4, 2-16
Wisdom Saving Throw. A gorgon’s
Special Attacks: Nil
vapor cloud is 60’ long by 10’
Special Defenses: Nil
wide. They are impervious to their
own breath weapon. A griffon is a large monster
with the head, wings, and
Gorgons are usually found in
front claws of an eagle
foothills or grasslands.
and the body and
hindquarters of a lion. It is
Gray Ooze
a voracious predator. Its
Armor Class: 12 No. Appearing: 1 (1) favorite prey is horses.
Hit Dice: 3* Morale Score: 18 When within 120’ of horses
Check Bonus: 1 Treasure Type: Nil a griffon must make a DC
Move: 5’ Alignment: Neutral 14 Wisdom check or
attack immediately.
Attacks: 1 acid-secreting pseudopod, 2-16
Special Attacks: Destroy armor Wild griffons will attack
Special Defenses: Immune to cold, fire, Sleep, and Charm. any who approach their
nests. If they are captured
This seeping horror looks like wet stone young, they can be
and is difficult to see, requiring a DC 16 tamed to become fierce,
Wisdom (Perception) check to spot. loyal mounts (training is left to the DM’s discretion). Tamed griffons are
It secretes an acid which does 2d8 still likely to attack horses, however, and must check Morale (DC 14
points of damage if the gray ooze hits check) to see if it obeys its master.
bare skin.
Hags*
This acid will dissolve and destroy Hags are witchlike beings that spread havoc and destruction, working
armor, reducing its protective value their magics, and slaying all whom they encounter. Hags appear as
by 1 point per round. Magical armor’s wretched old women, with long, frayed hair and withered faces.
protective value is reduced by 1 point Horrid moles and warts dot their blotchy skin, their mouths are filled
per minute (6 rounds). Once the with blackened teeth, and their breath is most foul.
armor’s protective value is reduced to
10, the armor is completely destroyed. Though wrinkled and skinny, hags possess supernatural strength and
can easily crush smaller creatures, such as goblins, with one hand.
Gray ooze cannot be harmed by cold Similarly, though hags look decrepit, they run swiftly, easily bounding
or fire, but can be harmed by over rocks or logs in their path. From the long, skinny fingers of hags
weapons and lightning. grow iron-like claws. Hags use these claws (and their supernatural
strength) to rend and tear at opponents in combat. Their garb is similar
Green Slime* to that of peasant women, but usually much more tattered and filthier.
Armor Class: See text Green* Night* Sea*
Hit Dice: 2* Armor Class: 20 18 13
Check Bonus: 1 Hit Dice: 9* 8* 3*
Move: 5’ Check Bonus: 4 4 1
No. Appearing: 1 (0) Move: 40’, 40’ swim 40’ 40’, 50’ swim
Morale Score: 18 No. Appearing: 1 (1-3) 1 0 (1-3)
Treasure Type: Nil Morale Score: 18 13 16
Alignment: Neutral Treasure Type: H G V
Alignment: Chaotic Chaotic Chaotic
Attacks: 1, see text
Special Attacks: See text Attacks: 2 claws 1 bite 1 claw
Special Defenses: Immune to most Damage: 1-10 2-12 1-8
attack forms,
see text Special Attacks: Spell use Spell use Gaze attacks,
Green slime looks like green, oozing spell use
slime. This creature can be harmed by Special Defenses: Keen senses, Keen senses, Nil
fire or cold but cannot be hurt by any stealthy spell immunity,
other attacks. weapon
immunity

CHAPTER 6: MONSTERS 108


Green Hag: These wretched creatures live in desolate countryside The keen senses of halflings grant them a +2 bonus to Intelligence and
and amid dense forests and swamps. They get a +4 bonus to all DEX Wisdom ability checks made to examine their surroundings (see
(Stealth) checks made in the wilds. Their keen senses give them a +4 Perception Checks on page 71), including Surprise checks.
bonus to all Wisdom (Perception) checks.
Green hags can cast the following spells at will, one spell per round:
Change Self, Invisibility, Pass without Trace, Prestidigitation, Speak with
Animals, and Water Breathing. Each spell is employed at caster level
9 and has a DC of 14.

Night Hag: Night hags,


thoroughly evil, attack any
good creature without
cause if they feel they have
a reasonable chance of
victory. Their keen senses
give them a +4 bonus to all
Wisdom (Perception)
checks.
Night hags also have a
bewildering variety of spell-
like abilities they can use
one at will (caster level 8
and DC 14): Detect Good,
Magic Missile (5 times per Halflings excel at avoiding unwanted attention. Their small size and
day), Polymorph Self, natural ability to escape the notice of others grant them +4 bonus to
Cause Fear, and Sleep. all Dexterity (Stealth) checks (page 71), as well as to all sleight of hand
attempts.
Night hags are immune to
the effects of Charm, Halflings practice at pitching rocks and playing games of darts
Sleep, fear, fire, and cold- throughout their childhood and, as a result, are very accurate with all
based attacks. A silver or magical weapon is needed to harm them. missile weapons. Halflings gain a +1 bonus to all ranged attack rolls.
Due to their small size and skill at dodging, halflings have a +2 bonus
Sea Hag: These, the most wretched of all hags, inhabit thickly to their Armor Class when being attacked by creatures that are larger
vegetated shallows in warm seas and, very rarely, overgrown lakes. than man-sized.
Warts, bony protrusions, and patches of slimy green scales dot their
sickly yellow skin. Their eyes are always red with deep, black pupils. Harpy
Long, seaweed-like hair hangs limply from their heads, covering their
withered bodies. Armor Class: 13 No. Appearing: 1-6 (2-8)
Hit Dice: 3* Morale Score: 12
Sea hags can cast Change Self (DC 13) and Water Breathing at will.
Check Bonus: 1 Treasure Type: C
They often use Change Self to draw their victims within 30 feet before
Move: 20’, 50’ flight Alignment: Chaotic
revealing their true appearance.
The true appearance of a sea hag is so ghastly that anyone viewing Attacks: 2 claws, 1 weapon, 1-4, 1-4, by weapon
one of these hags grows weak from fright unless a successful Charisma Special Attacks: Song
Saving Throw (DC 13) is rolled. Beings that fail their Saving Throw suffer Special Defenses: Resistant to magic (+2 to saves)
A -2 penalty to all Strength checks, as well as attack and damage rolls. A harpy has the lower body
Worse still, sea hags can cast a paralyzing glance up to three times a of a giant eagle and the
day. This look affects one creature of the sea hag’s choosing within 30 upper body and head of a
feet. To negate the effects of this glance, the victim must successfully hideous-looking woman.
roll a DC 13 Charisma Saving Throw. Those who fail are paralyzed with By their singing, harpies lure
fear for 1d6 x 10 minutes, while those who roll a natural 1 on their Saving creatures to them, to be
Throw die immediately. Few who survive the glance live to tell of it, for killed and devoured. Any
sea hags quickly devour their helpless victims. creature hearing the
harpy’s song must make a
Halfling DC 11 Charisma Saving
Armor Class: 13 No. Appearing: 3-18 (5-40) Throw or be charmed.
Hit Dice: 1+1* Morale Score: 13, see text Charmed individuals will
Check Bonus: 0 Treasure Type: V (or B) move toward the harpies,
Move: 30’ Alignment: Lawful resisting any attempt to stop
them, but not otherwise
Attacks: 1 weapon, by weapon attacking. If a character
Special Attacks: Nil saves against the songs of a
Special Defenses: Combat bonuses, keen senses, resistant to magic group of harpies, the
and poison (+4 to saves), stealthy character will not be
affected by any of their
Halflings are small demi-humans that resemble stocky humans with songs during the encounter.
wavy brown hair, ruddy skin, and furry unshod feet. They live in small
villages of 30-300 inhabitants. Each village will have a leader (level 2- Harpies are resistant to
7) and a village guard of 5-20 militia (each with 2 Hit Dice). As long as magic and have a + 2 on all
the village leader is alive, all halflings within sight of him have a morale their saves.
of 16 rather than 13.
Hawks
To check for possible magical items, multiply the leader’s Hit Dice by Hawks are hunting birds that glide on the updrafts of the wind,
5. The result is the percentage chance for that leader to own a watching the ground for prey. If a hawk surprises its victim (hawks get
magical item from any one subtable. Roll separately for each type a +4 bonus to all DEX checks made to move silently) it does double
(subtable) of magic treasure. Check all the subtables except the Scroll damage on its first attack. Hawks may be trained as pets or guards by
subtable and the Wand/Rod/Staff subtable. Treasure type (B) will only an animal trainer.
be found if encountered in the wilderness.

CHAPTER 6: MONSTERS 109


Hawk Hawk, Giant
Armor Class: 12 14
Hit Dice: ½ 3+3
Check Bonus: 0 1
Move: 160’ flight 150’ flight
No. Appearing: 0 (1-6) 0 (1-3)
Morale Score: 11 13
Treasure Type: Nil Nil
Alignment: Neutral Neutral

Attacks: 1 beak 1 beak


Damage: 1-2 1-6
Special Attacks: Surprise attack Surprise attack
Special Defenses: Stealthy Stealthy

Normal Hawks: These will


not attack human-sized
or larger creatures unless
they appear unable to
defend themselves
(wounded, bound, etc.).

Giant Hawks: These birds


are the size of a very
large dog or small pony.

Giant hawks are very


strong and will attack
human-sized creatures if
hungry.
They can carry off
halfling-sized prey.

Hell Hound

Armor Class: 16 Hobgoblin


Hit Dice: 3 to 7** Armor Class: 14 No. Appearing: 1-6 (4-24)
Check Bonus: 1 to 3 Hit Dice: 1+1 Morale Score: 13, see text
Move: 40’ Check Bonus: 0 Treasure Type: D
No. Appearing: 2-8 (2-8) Move: 30’ Alignment: Chaotic
Morale Score: 13
Treasure Type: C Attacks: 1 weapon, by weapon
Alignment: Chaotic Special Attacks: Nil
Special Defenses: Nil
Attacks: 1 bite, 1-6
Special Attacks: Fiery breath Hobgoblins are bigger
Special Defenses: Detect invisible and meaner relatives of
60’, immune to goblins.
fire
They live underground but
A hellhound appears as reddish-brown hound the size of a large often hunt above ground
wolfhound or small pony. and have no penalties for
fighting in full daylight.
Hellhounds are impervious to fire and are often found near volcanos,
deep in dungeons, or with another fire-loving creature (such as a fire A hobgoblin king and 1-4
giant). Hellhounds are cunning and highly intelligent. (1d4) bodyguards live in
In melee, a hellhound will attack one person, biting (3-6 on 1d6) or the hobgoblin lair. The
breathing fire (1 or 2 on 1d6) each round. Its breath does 1d6 points of king has 5 Hit Dice and has
damage for each Hit Die the hellhound has (3d6 to 7d6). A character a + 2 bonus to attack and
who makes a Dexterity Saving Throw takes ½ damage. The DC of this damage rolls. The
save is 10 plus ½ of the hellhound’s Hit Dice (rounding fractions down). bodyguards all have 4 Hit
Dice. As long as their king
Hellhounds can detect invisible creatures or objects within 60’. is alive and with them,
hobgoblin morale is 16
Hippogriff rather than 13.
Armor Class: 15 No. Appearing: 0 (2-16)
Hit Dice: 3+1 Morale Score: 13 Hook Horror
Check Bonus: 1 Treasure Type: Nil Armor Class: 16 No. Appearing: 0 (2-12)
Move: 60’, 120’ flight Alignment: Neutral Hit Dice: 5* Morale Score: 13
Attacks: 2 claws, 1 bite, 1-6, 1-6, 1-10 Check Bonus: 2 Treasure Type: U
Special Attacks: Nil Move: 30’ Alignment: Neutral
Special Defenses: Nil Attacks: 2 hooks, 1 beak, 1-8, 1-8. 2-12
A hippogriff is a fantastic creature with the foreparts and head of a Special Attacks: Hook grapple
giant eagle and the hindquarters of a horse. Hippogriffs nest in rocky Special Defenses: Keen senses
crags and can be ridden if tamed. The hook horror is a bipedal, subterranean monster that looks like a
They will usually attack pegasi, who are their natural enemies. cross between a vulture and a man with hooks instead of hands.

CHAPTER 6: MONSTERS 110


The hook horror stands about nine feet tall and weighs almost 350 Mules can carry 200 pounds and still move at normal speed. They can
pounds. It has a tough, mottled grey exoskeleton, like that of an insect. carry up to 400 pounds and travel at half movement. Donkeys use the
Its front limbs end in 12-inch-long hooks. Its legs end in feet that have same game statistics as mules.
long, sharp toes. Its head is shaped like that of a vulture, including the
hooked beak. Its eyes are multifaceted. Pony: Small horses used primarily for transportation and, occasionally,
farm work, ponies are a lively breed. They are more excitable than the
Hook horrors have acute larger horses, but frequently gentler, as well. They are sometimes
hearing and get a +4 bonus trained and used as war horses by several of the smaller demi-human
to all Wisdom (Perception) races. Ponies can carry 150 pounds and still move at normal speed.
checks based on sound. Their They can carry up to 300 pounds and travel at half movement.
eyesight is poor, and they rely
on echolocation to interact Riding Horse: This type of horse is smaller than a draft horse or a war
with their environment and horse but is capable of carrying a rider for a greater distance. A riding
attack prey. As such, they horse is noted for its ability to exist anywhere there is grass to feed on.
fight as blind creatures within Any wild horse can become a riding horse, if tamed. The amount of
the area of a Silence 15’ weight the horse can carry and still move at normal speed is 300
Radius spell. They always pounds. The maximum weight that can be carried is 600 pounds at
know their territory, and they half movement.
try to ambush unsuspecting
travelers or denizens. Due to War Horse: This type of horse is bred for its warlike temperament and
their claws, they are expert strength. It cannot be ridden long distances at high speed, but is
climbers who can climb powerful in a short charge. A war horse can carry 400 pounds at full
surfaces at their normal speed and 800 pounds at half speed. When charging, a rider
Movement Rate. employing a lance will do double damage (if a hit is successful),
although the horse may not fight at the same time. After the first
Each round they swing with (charging) round, both rider and horse can fight normally.
both hooks. If both hit the
same target during 1 round, Wild Horse: Wild horses are untrained horses that are, otherwise,
their beak automatically identical to riding horses. They have the same game statistics as riding
strikes for 2d6 damage. This horses, except that their morale score is slightly lower than their trained
continues each round until at counterparts.
least one of the hooks is
dislodged (DC 16 Strength Humans
ability check to break free). Most groups of men will be led by additional, higher level leaders with
better armor, Hit Points, saving throws, and, possibly, magic items (for
Horses the chance of magic, see NPC Magic Items on page 173).
Draft Horse Mule Pony Furthermore, men usually have large camps. The treasure will usually
Armor Class: 13 13 13 be at the camp.
Hit Dice: 3+1 3 1+1
Acolyte (Human Cleric)
Check Bonus: 1 1 0
Move: 60’ 60’ 80’ Armor Class: 18 No. Appearing: 1-8 (1-20)
No. Appearing: 0 (0) 0 (0) 0 Hit Dice: 1 Morale Score: 13
Morale Score: 8 8 8 Check Bonus: 0 Treasure Type: U
Treasure Type: Nil Nil Nil Move: 20’ Alignment: Any
Alignment: Neutral Neutral Neutral
Attacks: 1 mace, 1-6 damage
Attacks: 2 hooves 2 hooves 2 hooves Special Attacks: Spell use, turn undead
Damage: 1-4, 1-4 1-3, 1-3 1-3, 1-3 Special Defenses: +2 to WIS and CHR checks
Special Attacks: Nil Nil Nil
Special Defenses: Nil Nil Nil Acolytes are 1st level NPC clerics on a pilgrimage to or from a holy (or
unholy) shrine - or perhaps merely seeking adventure. All of the clerics
Riding Horse War Horse Wild Horse in the party will be of the same alignment, but the entire party has an
Armor Class: 13 13 13 equal chance to be Lawful, Neutral, or Chaotic.
Hit Dice: 2 3+3 2
If there are 4 or more encountered, they will be led by a 2nd, 3rd, 4th, or
Check Bonus: 1 1 1
5th level cleric (roll 1d10: 1-4 = 2nd level leader, 5-7 = 3rd level. 8-9 = 4th
Move: 80’ 60’ 80’
level, 10 = 5th level). The DM may choose any clerical spells for the
No. Appearing: 0 (0) 0 (0) 0 (10-100)
leader, or they may be rolled at random.
Morale Score: 10 14 8
Treasure Type: Nil Nil Nil
Bandit (Human Thief)
Alignment: Neutral Neutral Neutral
Armor Class: 14 No. Appearing: 1-8 (3-30)
Attacks: 2 hooves 2 hooves 2 hooves
Hit Dice: 1 Morale Score: 13
Damage: 1-3, 1-3 1-4, 1-4 1-3. 1-3
Check Bonus: 0 Treasure Type: U (A)
Special Attacks: Nil Nil Nil
Move: 40’ Alignment: Neutral or Chaotic
Special Defenses: Nil Nil Nil
Attacks: 1 weapon, by weapon
Draft Horse: This is a large horse bred for its sturdiness and endurance.
Special Attacks: Backstab
It is used primarily for plowing, pulling wagons and as a pack animal.
Special Defenses: +2 to INT and DEX checks
A draft horse can carry a normal load of 450 pounds and a maximum
load (movement reduced by ½) of 900 pounds. A draft horse will not Bandits are NPC thieves who have joined together for the purpose of
fight; if attacked, It will attempt to flee. robbing others. Bandits will act as normal humans in order to surprise
their intended victims. Treasure Type (A) is only found when bandits
Mule: Sterile hybrids of horses and donkeys, mules are very sure-footed are encountered in the wilderness in their lair.
and exceptionally stubborn. They can be ridden by patient handlers
who know how to control them but are best used as pack animals in Bandits may have an NPC leader of any class: fighter, magic-user,
difficult or mountainous terrain. They are sometimes used by thief, or cleric, who is of an experience level higher than the bandits.
adventurers, for they are the only breed that can be taken into They typically use short swords or short bows that deal 1d6 damage.
subterranean regions.

CHAPTER 6: MONSTERS 111


Berserker (Human Fighter) The DM should choose the most appropriate type of ship for the
terrain. For more information concerning these ships and naval
Armor Class: 13 adventures, see the section on Naval Combat.
Hit Dice: 1+1*
Check Bonus: 0 Buccaneers and pirates are organized as follows:
Move: 40’ Armor and weapons Buccaneers Pirates
No. Appearing: 1-6 (3-30) Leather armor and sword 60% 50%
Morale Score: 18, see text Leather armor, sword and crossbow 30% 35%
Treasure Type: P (B) Chain mail and sword* 10% 15%
Alignment: Neutral or Chaotic
* Buccaneers will also have crossbows.
Attacks: 1 weapon, by weapon +2
Special Attacks: Ferocity, +2 to bonus to attack
and damage rolls
Special Defenses: Fearless, +2 to STR and CON
checks
Berserkers are simply fighters who go mad in battle.
Their reactions are determined normally but, once a
battle starts, they will always fight to the death -
sometimes attacking their comrades in their blind rage.
They add + 2 to their attack and damage rolls due to
this ferocity. They never retreat, surrender, or take
prisoners. Treasure Type (B) is only found in the
wilderness.

Brigand (Human Fighter)

Armor Class: Varies No. Appearing: 0 (10-40)


Hit Dice: 1 Morale Score: 13
Check Bonus: 0 Treasure Type: A
Move: 40’ Alignment: Neutral or
Chaotic

Attacks: 1 weapon, by weapon


Special Attacks: +2 to attack and damage rolls with 1 weapon
Special Defenses: +2 to STR and CON checks For every 30 buccaneers, there will be a 4th level fighter. For every ship,
Brigands are loosely organized outlaws and renegade mercenaries there will be a 7th level fighter as captain and there will be a 9th level
who live by raiding towns and robbing caravans and travelers. For fighter as commander of the fleet. There is a 30% chance that a 10th
every 20 brigands there will be an additional 2nd level fighter who acts or 11th level magic-user and a 25% chance that an 8th level cleric will
as their leader. For every 40 brigands there will be an additional 4th be with the fleet.
level fighter acting as commander of the entire group. For every 30 pirates, they will be led by a 4th level fighter. For every 50
Some of the brigands (50%) will have leather armor, shield, short bow, pirates or ship, there will be a 5th level fighter. For every 100 pirates or
and sword. The rest (50%) will be mounted on riding horses, wear chain fleet, there will be an 8th level fighter as leader. For every fleet of 300
mail and shield, and carry swords. The leaders will wear plate mail, or more pirates, there will be an 11th level fighter (Pirate Lord) serving
carry swords and lances, and ride barded war horses. (The DM can as commander of the fleet and a 75% chance for a 9th or 10th level
have a party meet all foot or all mounted brigands, if desired.) magic-user.
Brigands will often band together to make fortified camps of 50-300 Buccaneers and pirates may carry their treasure with them or have
men. A camp will always be led by a 9th level fighter, with an maps showing where it is buried. The treasure given is the total for the
additional 5th level fighter for every 50 brigands. There is also a 50% entire buccaneer pack or pirate fleet, and may be divided as the DM
chance that a magic-user of 9th to 11th level will be in the brigand desires. In addition, pirates have a 25% chance of having 1-3 prisoners
camp, and a 30% chance for a cleric of 8th level. with them, awaiting ransom.
Often, well-defended coastal towns will serve as havens for pirates
Buccaneer or Pirate (Human Fighter) and buccaneers. These are lawless and dangerous places, full of
Armor Class: Varies No. Appearing: 0, see text many possible adventures.
Hit Dice: 1 Morale Score: 11
Check Bonus: 0 Treasure Type: A Commoner (Normal Human)
Move: 40’ Alignment: Chaotic Armor Class: 10 No. Appearing: 1-4 (1-20)
Attacks: 1 weapon, by weapon Hit Dice: ½ Morale Score: 9
Special Attacks: +2 to attack and damage rolls with 1 weapon Check Bonus: 0 Treasure Type: A
Special Defenses: +2 to STR and CON checks Move: 40’ Alignment: Varies

Buccaneers are found on seas, rivers, great lakes, and occasionally Attacks: 1 weapon, by weapon
oceans. They live by raiding coastal towns and capturing ships to sell Special Attacks: Nil
the booty elsewhere. Special Defenses: Nil
Pirates are seagoing men who plunder other vessels, raid coastal A commoner is a normal human who does not seek dangerous
towns, and engage in illegal slave trading. They are noted for their evil adventure. A normal human does not have a class. Normal humans
acts, and cruelty toward prisoners. They will also freely attack each have ½ Hit Dice and have no attack or Saving Throw bonuses.
other if there is a chance for profit. Most humans are “normal” humans, though people with certain
The number of buccaneers or pirates that will appear depends on the professions (such soldiers, lords, scouts, and so forth) help in some
type and number of ships they are sailing. adventures. As soon as a human gets experience points through an
adventure, that person must choose a character class. Some types of
Ship No. of Ships No. Appearing
normal humans are peasants, children, housewives, workers, artists,
River Boats 1-8 10-20
villagers, townspeople, slaves, fishermen, and scholars. Most
Small Galley 1-6 20-40
commoners are Lawful or Neutral in alignment.
Longship 1-4 30-50
Sailed Warship 1-3 40-80

CHAPTER 6: MONSTERS 112


Dervish (Human Fighter) Neanderthals usually attack with thrown spears and use stone axes.
clubs. or stone hammers in hand-to-hand combat. Their leaders have
Armor Class: Varies No. Appearing: 0 (20-70) 6 Hit Dice. There will be 10-40 Neanderthals in the lair with 2 leaders,
Hit Dice: 1 Morale Score: 16 one male and one female. Neanderthals often hunt cave bears and
Check Bonus: 0 Treasure Type: A keep white apes as pets. They are friendly toward dwarves and
Move: 40’ Alignment: Lawful gnomes, but hate goblins and kobolds. They will attack ogres on sight.
Attacks: 1 weapon, by weapon They are shy and will avoid humans, but are not usually hostile unless
Special Attacks: +2 to attack and damage rolls with 1 weapon they are attacked.
Special Defenses: +2 to STR and CON checks
Noble (Human Fighter)
Dervishes often form into camps or tribes of up to 300 men, led by a
10th level cleric. Such a camp will be of tents (75%) or a wooden or Armor Class: 18 No. Appearing: 2-12 (2-12)
brick stockade (25%). These camps will contain women, children, Hit Dice: 3 Morale Score: 13
livestock, and the treasure of the dervishes. Check Bonus: 1 Treasure Type: Vx3
Move: 20’ Alignment: Any
Dervishes are noted for their religious devotion.
Attacks: 1 weapon, by weapon
Medium (Human Magic-user) Special Attacks: +2 to attack and damage rolls with 1 weapon
Special Defenses: +2 to STR and CON checks
Armor Class: 10 No. Appearing: 1-4 (1-2)
Hit Dice: 1* Morale Score: 11 “Noble” is a general term for the lord of a castle and any of his or her
Check Bonus: 0 Treasure Type: V relatives. For this entry, a noble is a 3rd level fighter. However, the DM
Move: 40’ Alignment: Any may choose to make a noble any class and level.

Attacks: 1 weapon, by weapon (usually 1-4) The DM may make up the noble’s title or use traditional ones. A little
Special Attacks: Spell use research will uncover many traditional titles.
Special Defenses: +2 to INT and WIS checks A noble will always be accompanied by a squire (a 2nd level fighter).
A noble might also be accompanied by as many as 10 retainers or
Mediums are NPC 1st level magic-users. There is a 50% chance that hirelings (usually 1st level fighters).
mediums will be accompanied by their master, a 3rd level magic-user.
Mediums will each have two 1st level spells which the DM may choose
or determine randomly. The 3rd level magic-user will have three 1st level
spells and one 2nd level spell, chosen in a similar manner.

Merchant (Human Fighter)

Armor Class: 15 No. Appearing: 0 (1-20)


Hit Dice: 1 Morale Score: Varies
Check Bonus: 0 Treasure Type: A
Move: 30’ Alignment: Neutral

Attacks: 1 weapon, by weapon


Special Attacks: +2 to attack and damage rolls with 1 weapon
Special Defenses: +2 to STR and CON checks
For details on encounters with nobles in their castles, see pages 160
Merchants are traders who travel in caravans from town to town, and 178. A few sample titles are:
selling and buying various goods (wines, silks, jewels, precious metals
and the like). Those in the caravan usually ride horses, but they are Knight Malik Sheikh Samurai
likely to travel by camel in desert and barren lands and by mule in the Baron/Baroness Emir Amir
mountains. All merchants wear chain mail and carry a sword and Count/Countess Pasha Wizer Daimyo
dagger. Duke/Duchess Dey Caliph Shogun
King Sultan Shah Tennō
The following table gives typical caravan organization:
Level 1 Level 2-3 Level 5 Nomad (Human Fighter)
Merchants Wagons Fighters Fighters Fighters Animals
5 10 20 2 1 1d12 Armor Class: Varies No. Appearing: 0 (10-40)
10 20 40 4 1 1d12 Hit Dice: 1 Morale Score: 13
15 30 60 6 1 1d12 Check Bonus: 0 Treasure Type: A
20 40 80 8 1 1d12 Move: 40’ Alignment: Any
All fighter-guards have Armor Class 16 and carry swords, daggers, and Attacks: 1 weapon, by weapon
crossbows. The extra animals may be horses, mules, or even camels Special Attacks: +2 to attack and damage rolls with 1 weapon
(DM’s choice). If a caravan has less than 20 wagons, the treasure Special Defenses: +2 to STR and CON checks
should be reduced accordingly.
These groups of wandering tribesmen may be peaceful or warlike and
Neanderthal (Caveman) may have any alignment.

Armor Class: 12 No. Appearing: 1-10 (10-40) Small bands encountered hunting or foraging in the wilderness will
Hit Dice: 2 Morale Score: 11 usually be part of a larger tribe. All treasure will be at the main camp.
Check Bonus: 1 Treasure Type: C Nomads are keen traders and often have knowledge of faraway
Move: 40’ Alignment: Neutral* places. Nomad bands are organized as follows:
Desert Nomads:
Attacks: 1 weapon, by weapon 50% Lance, leather armor and shield, riding horse or camel
Special Attacks: Nil 20% Bow, leather armor, riding horse or camel
Special Defenses: Nil 30% Lance, chain mail and shield, riding horse or camel
* Many Neanderthals are Lawful in alignment.
Steppe Nomads:
Neanderthals (also known as cavemen) are a species related to 20% Lance, leather armor and shield, riding horse
humans. They have squat bodies with large bones and powerful 50% Bow, leather armor, riding horse
muscles. Their faces have apelike features. including large brows 20% Bow, chain mail, riding horse
above the eyes. Neanderthals live in family groups in caves and 10% Lance, chain mail and shield, riding or war horse
caverns.

CHAPTER 6: MONSTERS 113


For every 25 nomads there will be a 2nd level fighter leading them. For
every 40 nomads there will be a 4th level fighter as leader.
Nomad tribes may have up to 300 fighting men gathered together in
a camp of temporary huts or tents. In addition to the leaders listed
above, there will be one 5th level fighter for every 100 men and an 8th
level fighter as the clan or tribe chief. There is also a 50% chance for a
9th level cleric, and a 25% chance for an 8th level magic-user at the
main camp.

NPC Party (Humans)

Armor Class: Varies No. Appearing: 5-8 (5-8)


Hit Dice: Varies Morale Score: 13 Special Hydras: The DM may wish to create special versions of hydra.
Check Bonus: Varies Treasure Type: U+V Special hydras could have poisonous bites or breathe fire (as a
Move: Varies Alignment: Any dragon, but with a 15’ cone and only causing 8 points of damage per
Attacks: 1 weapon, by weapon head). Such creatures should be placed by the DM to guard special
Special Attacks: Varies treasures.
Special Defenses: Varies
Imp
An NPC party is any group of non-player characters. They may be of
any class and level. Each NPC may be Lawful, Neutral, or Chaotic, Armor Class: 18 No. Appearing: 1 (0)
and the group may be mixed with respect to alignment and class. Hit Dice: 2+2** Morale Score: 10
Check Bonus: 1 Treasure Type: U
All rules for player characters apply to NPCs. An NPC party may be Move: 20’, 60’ flight Alignment: Chaotic
created in detail before a game (see Creating an NPC Party, page
173). Attacks: 1 stinger, 1-4 plus poison
Special Attacks: Poison
Veteran (Human Fighter) Special Defenses: Immune to cold, fire, and lightning, regeneration,
resistant to harmful effects (+4 to all saves),
Armor Class: 18 No. Appearing: 2-8 (2-12) weapon immunity
Hit Dice: 1-3 Morale Score: 13
Check Bonus: 0-1 Treasure Type: V Imps are diminutive creatures of
Move: 20’ Alignment: Any an evil nature who roam the world
and act as familiars for Chaotic
Attacks: 1 weapon, by weapon magic-users and clerics.
Special Attacks: +2 to attack and damage rolls with 1 weapon
Special Defenses: +2 to STR and CON checks The average imp is a 2’ humanoid
with leathery, bat-like wings, a
Veterans are low-level fighters, usually returning from or going to a war. barbed tail, and sharp, twisted
A party of veterans may be of mixed levels and alignments, or the DM horns. Its skin is a dark red and its
may wish to give all members the same levels. horns and jagged teeth are a
gleaming white.
In its natural form, the imp attacks
with the wicked stinger on its tail. In
addition to inflicting 1d4 points of
damage, this stinger injects a
powerful poison which is so deadly
that those who fail their save (DC
12 CON save) are instantly slain by
it.
The imp can Polymorph Self into two other animal forms. The most
commonly encountered alternate forms are those of a large spider,
raven, giant rat, or goat. In such forms the imp is physically identical to
To determine each veteran's level and alignment, use the method a normal animal. When it is polymorphed, the imp attacks with the
outlined under Creating an NPC Party (page 173). natural weaponry of its adopted form.
All imps are able to Detect Good, Detect Magic, or become invisible
Hydra
at will. Once per day they can cast Charm Monster. The imp can use
Armor Class: 15 No. Appearing: 1 (1) its special magical abilities no matter what its form. Imps are immune
Hit Dice: 5 to 12* Morale Score: 14 to attacks based on cold, fire, or lightning, and make all Saving Throws
Check Bonus: 2 to 6 Treasure Type: B with a +4 bonus (giving them a total of +5 to all Saving Throws. They
Move: 40’ Alignment: Neutral can be harmed only by silver or magical weapons and are able to
regenerate one Hit Point per melee round.
Attacks: 1 per head, 1-10 per head
Special Attacks: Nil Insect Swarms
Special Defenses: Keen senses
Armor Class: 13 No. Appearing: 1 (1-3)
A hydra is a large creature with a dragon-like body and 5 to 12 (1d8 Hit Dice: 2 to 4 Morale Score: 16
+4) serpentine heads. It has one Hit Die for each head, and always has Check Bonus: 1-2 Treasure Type: Nil
8 points per Hit Die. A hydra will attack with all of its heads each round. Move: 10’, 20’ flight Alignment: Neutral
For every 8 points of damage a hydra takes, one head will no longer
attack. Attacks: Stings and bites, 1-2, see text
Special Attacks: See text
Example: If a 7-headed hydra took 18 points of damage, It would only Special Defenses: Nil
attack with 5 heads in the next round.
Insect swarms are a special type of monster. Swarms are not single
Sea Hydras: These hydras have adapted to water. They possess fins creatures, but are whole communities of tiny creatures acting
instead of legs. They are otherwise the same as their land-dwelling together. A swarm may be attracted to light, or a strange smell, or
cousins.

CHAPTER 6: MONSTERS 114


may be defending their lair. A swarm can be considered to fill one or For every 10 ixitxachitl
more 5’ cubes. Some types of creatures which swarm are ants, spiders, encountered, there is one
and centipedes (crawlers), bees and wasps (flyers), and beetles and ixitxachitl with the abilities of a
locusts (both crawlers and flyers). 2nd level cleric. For every 20,
If a character is within a swarm, he or she is automatically hit by the there is an individual with the
creatures and will take 1-2 points of damage each round. If the powers of a 3rd level cleric. For
character has no armor the damage will be doubled. If the character every 50, there is one with 2 Hit
is warding the insects off (explained hereafter} or runs out of the swarm Dice and the abilities of a 5th
the damage will be halved. It takes 3 rounds for a character who has level cleric.
escaped a swarm to swat all the remaining insects. When more than 50 are
Most attacks do not harm the cloud of insects. Heavy smoke will drive encountered, they are led by a
off insects within its bounds. Fire, lightning, or extreme cold will also high priest with 4 HD and 8th
drive away insects within its area of effect (torches clear a 5’ cube of level ability. The high priest is
insects, if the torchbearer spends their action clearing that cube, while accompanied by a pair of
a Fire Ball cast into the center of the insect swarm destroys it). guardian priests, each with 3
HD and 6th level ability.
Spellcasting within the confines of a swarm requires the caster to make
a DC 14 Concentration Check. Guardian and high priests
have Treasure Type V, with
If a swarm is angry (has taken damage} it will pursue characters as magical items that can be
best as it can. A swarm may be escaped by running out of its line of used without hands.
sight or diving under water. If a character dives under water, he or she
will take damage for one more round and then all the insects on him For every 20 ixitxachitl encountered, there is a 50% chance they will be
or her will be dead. accompanied by a vampiric ixitxachitl.

Invisible Stalker Kelpie

Armor Class: 17 No. Appearing: 1 (1) Armor Class: 16 No. Appearing: 0 (1-4)
Hit Dice: 8** Morale Score: 18 Hit Dice: 5* Morale Score: 16
Check Bonus: 4 Treasure Type: Nil Check Bonus: 2 Treasure Type: D
Move: 40’ Alignment: Neutral Move: 30’, 40’ swim Alignment: Chaotic

Attacks: 1 fist, 4-16 Attacks: Grapple, see text


Special Attacks: Invisible Special Attacks: See text
Special Defenses: Invisible, keen senses, stealthy Special Defenses: Plant immunities

An invisible stalker is a very intelligent enchanted monster summoned


to this world by use of the Invisible Stalker spell. If the stalker is given a
simple task that is clear and can be swiftly completed, it will obey
promptly. If the task is complex or lengthy, the invisible stalker will try to
distort the intent while obeying the literal command. The kelpie is a mass of
animate seaweed, able
Example: If ordered to guard a treasure for longer than the spell’s to alter its form to
duration, the stalker may take it away to its native plane of existence resemble a green-clad
and guard it there forever. woman or a green horse.
Invisible stalkers are most often used to track and slay enemies. They It lives to drown the foolish.
are faultless trackers, getting a +4 bonus to all Wisdom (Perception) and can communicate
checks. They surprise any creature that cannot detect invisible most of telepathically with those
the time, gaining a +8 bonus to all Dexterity (Stealth) checks. in its embrace.
They will return to their native plane once they are slain, or dispelled, When a humanoid approaches,
or have completed their task. the kelpie reshapes to appear as a
woman or a mount; its imitation is a
Ixitxachitl grotesque mockery, almost
undetectable in daylight and
Armor Class: 14 No. Appearing: 0 (1-10) requiring a DC 16 Wisdom
Hit Dice: 1 to 4* Morale Score: 16 (Perception) check to spot that
Check Bonus: 0 to 2 Treasure Type: D something is amiss.
Move: 40’ swim Alignment: Chaotic
Once per day, however, the kelpie can
Attacks: 1 tail sting, 3-12 plus poison cast a powerful Charm Person (DC 14). A
Special Attacks: See text person who fails to save perceives the
Special Defenses: Stealthy kelpie as a desirable woman or mount,
leaps into the water, and swims on to
Ixitxachitl are a race of intelligent, aquatic beings that resemble small possess the kelpie.
manta rays with barbed tails. They have an evil disposition and worship
evil powers; they love to hunt marine humanoids and then sacrifice or The kelpie wraps itself around the charmed victim, who happily
devour their catch. drowns, falling to zero Hit Points after 3 rounds beneath the water, and
dying 3 rounds later. The kelpie takes the body back to her lair to
The favored tactic of ixitxachitl is to hide in the sand of the ocean floor, devour. Others, of course, may intervene of the charmed creature’s
wait for prey to pass by, then spring up and bite them. They gain a +4 behalf and try to free the embraced victim (DC 15 Strength check to
bonus to Dexterity (Stealth) checks made when using this tactic. tear the victim loose) or slay the kelpie. If the kelpie is slain, the charm
Though they are occasionally encountered in rivers, ixitxachitl live in is immediately broken.
shallow ocean depths. They usually have a community of 10d10 Victims who can breathe water or who otherwise do not drown,
individuals, which lives in a maze of corridors inside a coral reef. happily entwine themselves in the kelpie’s embrace, which confuses
A community usually has 20d10 humanoid slaves to do heavy labor for her.
them, such as carving corridors. The community’s entrance is hidden.

CHAPTER 6: MONSTERS 115


Killer Bee, Giant A kuo-toan presents a cold
and horrible appearance. A
Armor Class: 13 No. Appearing: 1-6 (5-30) typical specimen looks much
Hit Dice: ½* Morale Score: 13 like a human body, albeit a
Check Bonus: 0 Treasure Type: See text paunchy one, covered in
Move: 5’, 50’ flight Alignment: Neutral scales and topped with a fish’s
Attacks: 1 sting, 1-3 plus poison head. The huge fish eyes tend
Special Attacks: Poison to swivel in different directions
Special Defenses: Nil when observing an area or
creature. The hands and feet
are very long, with three
fingers and an opposing digit,
partially webbed. The legs
and arms are short for the
body size. Its coloration is pale
grey, with undertones of tan or
yellow in males only. The skin
has a sheen from its slimy
covering. The color darkens
Killer bees are 1’ long giant bees with a very vicious temper. Killer bees when the kuo-toan is angry
almost always attack on sight, and will automatically attack anyone and pales when it is badly
within 30’ of their underground hive. When a killer bee successfully frightened. A strong odor of
stings (attacks}, it dies, but the creature stung must make a DC 12 dead fish follows it around.
Constitution Saving Throw against poison or die. The stinger will
continue to work its way into the victim, doing an automatic 1 point of It wears no clothing, only leather harnesses for its weapons and gear.
damage per round, unless 1 round is spent pulling it out. Typically, a kuo toan warrior carries daggers, spears, and shields.

A special kind of honey may be found inside the beehive. If eaten, it For every four normal warriors encountered there is an additional
acts as one half-strength potion of healing, curing 1-4 (1d4} points of warrior with 3 or 4 Hit Dice. For every eight normal warriors there is an
damage (this will require all the honey in the hive - about 2 pints}. There additional warrior with 5 or 6 Hit Dice. For every 12 normal kuo-toa in
will always be at least 10 killer bees with their queen in or near the hive. the group there one with 6th cleric spells and 4 Hit Dice. Their leaders
At least 4 of these bees will have 1 Hit Die each. The queen bee will have 10 Hit Dice.
have 2 Hit Dice and can sting repeatedly without dying. Sometimes kuo-toa are encountered in small bands journeying in the
upper world to kidnap humans for slaves and sacrifices. Such parties
Kobold are sometimes also found in dungeon labyrinths that connect to the
extensive system of underworld passages and caverns that
Armor Class: 13 No. Appearing: 4-16 (6-60)
honeycomb the crust of the earth. Only far below the surface of the
Hit Dice: ½ Morale Score: 9, see text
earth can the intrepid explorer find the caverns in which the kuo-toa
Check Bonus: 0 Treasure Type: P (J)
build their underground communities.
Move: 40’ Alignment: Chaotic

Attacks: 1 weapon, by weapon Lamia


Special Attacks: Nil
Armor Class: 16 No. Appearing: 1 (1)
Special Defenses: Nil
Hit Dice: 9** Morale Score: 16
Check Bonus: 4 Treasure Type: D
Move: 60’ Alignment: Chaotic

Attacks: 1 weapon, by weapon


Special Attacks: Spell use, Wisdom drain
Special Defenses: Spell use

Of all the hazards that the


desert presents, few can
compare with the cruel race
of flesh-eating creatures
known as lamias. These half-
human, half-quadruped
beast hybrids use speed,
spells, and deceit to entrap
foolhardy adventurers who
These small, evil dog-like men usually live underground. They have dare wander into their ruins.
scaly rust-brown skin and no hair. They have well-developed Darkvision
Their upper torsos, arms, and
to a 90’ range. They prefer to attack by ambush.
heads resemble those of
A kobold chieftain and 1-6 bodyguards live in the kobold lair. The beautiful human women,
chieftain has 2 Hit Dice. The bodyguards each have 1+1 Hit Dice. As while their lower bodies are
long as the chieftain is alive, all kobolds with him have a morale of 13 those of beasts, such as
rather than 9. Kobolds hate gnomes and will attack them on sight. goats, deer, or lions, with the
Treasure Type J is only found in lair encounters or in the wilderness. appropriate coloration. This
hybrid configuration makes
Kuo-Toa lamias very fast and powerful.
They are usually armed with daggers, which they use to carve up their
Armor Class: 16 No. Appearing: 2-12
prey for the feast. Lamias sometimes smell like perfume flowers, so as
Hit Dice: 2 or more Morale Score: 15
to attract unwary victims. They wear no clothing or jewelry. In
Check Bonus: 1 or more Treasure Type: V, (B)
communicating, they use the Common tongue.
Move: 30’, 60’ swim Alignment: Chaotic
A lamia is able to use the following spells once per day (DC 14): Charm
Attacks: 2 claws or 1 weapon, 1-4, 1-4 or by weapon Monster, Cause Fear, Mirror Image, and Phantasmal Force. For
Special Attacks: Nil purposes of duration, effect, etc. assume that the lamia casts its spells
Special Defenses: Nil

CHAPTER 6: MONSTERS 116


at caster level 9. These spells are typically used to lure persons to the Leucrota
lamia and then hold them there for the creature to devour at its leisure.
Armor Class: 16 No. Appearing: 0 (1-4)
The lamia’s touch permanently drains 1 point of Wisdom from a victim Hit Dice: 6+3* Morale Score: 16
(DC 14 Constitution Saving Throw to resist), and when his or her Wisdom Check Bonus: 3 Treasure Type: D
drops below 3, he or she willingly does whatever the lamia desires. Move: 60’ Alignment: Chaotic
These orders often involve having the victim attack his or her
compatriots while it continues whittling down their ranks. If it has a Attacks: 1 bite, 3-18
chance to drain the Wisdom of more than one victim, it will certainly Special Attacks: Destroy armor, mimic sounds
do so. It may even use its Charm spell to supplement its control over Special Defenses: Nil
party members.
The leucrota is a creature of ugly appearance and temperament that
Leech, Giant haunts deserted places in search of prey.
The average leucrota stands 7 feet tall at the shoulder and can reach
Armor Class: 13 No. Appearing: 0 (1-4) a length of 9 feet in its mature form. The body of the leucrota
Hit Dice: 6 Morale Score: 16 resembles that of a stag, with a leonine tufted tail and cloven hooves.
Check Bonus: 3 Treasure Type: Nil Its head resembles that of a huge badger, but instead of teeth it has
Move: 30’ Alignment: Neutral sharp, jagged bony ridges. Its body is tan, with the neck gradually
Attacks: 1 bite, 1-6 plus blood drain darkening until it turns black at the head. The so-called teeth are sickly
Special Attacks: Blood drain gray, and its eyes glow with a feral red light. The smell of animals,
Special Defenses: Nil decomposing on a hot humid day follows the leucrota, and its breath
is especially bad.
Giant leeches are loathsome and slug-like. They live in swamps and This monster is very sly and can imitate a range of noises and voices,
are about 3 to 5 feet long. A giant leech has a sucker-like mouth that the most common ones being a man, a woman, a child, or domestic
attaches to the victim if a hit is successful. It then sucks blood, doing 1- animals in pain. It uses these noises in order to trick its prey into
6 points of damage per round. A giant leech must be killed to be approaching within attack distance. It hunts humans, demi-humans,
removed from its victim. When the victim dies, the leech will drop off humanoids, and even other animal predators.
and hide while it digests its meal.
Leucrota are intelligent
and can speak their own
language as well as the
Common tongue.
Leucrota attack by biting
for 3d6 points of
damage. On an attack
roll of a natural 20, the
leucrota destroys their
target’s shield (if one is
being used) or damages
his or her armor, reducing
its protective value by 1.
Magic armor and shields
are immune to this effect.
Note to trackers: It is
Leprechaun almost impossible to
identify leucrota tracks,
Armor Class: 12 No. Appearing: 0 (1-20)
since they look exactly
Hit Dice: 1-1** Morale Score: 13
like a stag’s (DC 22
Check Bonus: 0 Treasure Type: F
Wisdom check to spot
Move: 40’ Alignment: Neutral
the difference).
Attacks: 1 weapon, 1-4
Special Attacks: Spell use Lich*
Special Defenses: Spell use, stealthy
Armor Class: 20 No. Appearing: 1 (1)
Leprechauns are diminutive folk who are found in fair, green lands and Hit Dice: 12** Morale Score: 18
enjoy frolicking, working magic, and causing harmless mischief. Check Bonus: 6 Treasure Type: A
Move: 30’ Alignment: Chaotic
Rumored to be a cross between a species of halfling and a strong
strain of pixie, leprechauns are under 2 feet tall. They have pointed Attacks: 1 claw, 2-8
ears, and their noses also come to a tapered point. About 30% of all Special Attacks: Spell use, paralysis
male leprechauns have beards. Pointed shoes, brown or green Special Defenses: Spell use, undead immunities, weapon immunity
breeches, green or gray coats, and either wide-brimmed or stocking
caps are the preferred dress of the wee folk. Many leprechauns also The lich is, perhaps, the single most powerful form of undead known to
enjoy smoking a pipe, usually a long-stemmed one. exist. They seek to further their own power at all costs and have little or
no interest in the affairs of the living, except where those affairs
These fun-loving creatures of magical talent are by nature
interfere with their own.
noncombative. They can cast the following at will: Invisibility,
Polymorph any Object, Phantasmal Force, and Prestidigitation. Their A lich greatly resembles a wight or mummy, being gaunt and skeletal
keen senses give them a +6 bonus to all Wisdom (Perception) checks. in form. The creature’s eye sockets are black and empty save for the
Their small size and natural agility grants them a +6 bonus to all fierce pinpoints of light which serve the lich as eyes. The lich can see
Dexterity (Stealth) checks with normal vision in even the darkest of environments but is
unaffected by even the brightest light. An aura of cold and darkness
Being full of mischief, they often (75%) snatch valuable objects from
radiates from the lich which makes it an ominous and fearsome sight.
adventurers, turn invisible and dash away. If pursued closely, there is a
They were originally magic-users of at least 18th level.
25% chance per minute of pursuit that the leprechaun drops the stolen
goods. The chase never leads to the leprechaun’s lair. If caught or Liches are often (75%) garbed in the rich clothes of nobility. If not so
discovered in its lair, the leprechaun attempts to mislead his captor attired, the lich will be found in the robes of its former profession. In
into believing that he is giving over his treasure while he actually is either case, the clothes will be tattered and rotting with a 25% chance
duping the captor. It requires great care to actually obtain the of being magical in some way.
leprechaun’s treasure.

CHAPTER 6: MONSTERS 117


Although a lich will seldom engage in actual melee combat with those Caryatid Column Crystal
it considers enemies, it is more than capable of holding its own when Armor Class: 16* 16
forced into battle. Hit Dice: 5** 3
Check Bonus: 2 1
Move: 20’ 30’
No. Appearing: 1-12 (1-12) 1-6 (1-6)
Morale Score: 18 18
Treasure Type: Nil Nil
Alignment: Neutral Lawful

Attacks: 1 weapon 2 fists


Damage: 2-8 1-6, 1-6
Special Attacks: Nil Nil
Special Defenses: Immunities (see text), Immunities, see text
weapon immunities
Iron Rock
Armor Class: 18 16
Hit Dice: 4* 5**
Check Bonus: 2 2
Move: 20’ 20’
No. Appearing: 1-4 (1-4) 1-3 (1-3)
Morale Score: 18 18
Treasure Type: Nil Nil
Alignment: Neutral Chaotic

Attacks: 2 fists 2 fists


Damage: 1-4, 1-4 1-6, 1-6
Special Attacks: Nil Heat damage
Special Defenses: Immunities, see text, Immunities, see text
trap weapon

Caryatid Column: The


caryatid column is a beautiful
and wondrous construct.
Before activation, it looks like
the classical architectural
The aura of magical power which surrounds a lich is so potent that any work it is named for, standing
creature which sees it must make a DC 16 Charisma Saving Throw or about 7 feet tall, and
flee in terror for 1d6 minutes. resembling a finely carved
Should the lich elect to rake a living creature with its clawed hand, it pillar in the shape of a
deals 2d4 points of damage (which feels like an unearthly chill to the beautiful young girl. Close
victim). Further, the victim must make a DC 16 Strength saves or be examination reveals that the
utterly unable to move for 1d4 minutes. maiden has a slender sword
in her left hand, but there is
Liches can themselves be hit only by magical weapons. The magical no indication that the column
nature of the lich and its undead state make it utterly immune to is anything other than what it
Charm, Sleep, Polymorph, Confusion, or Death spells. They are immune appears to be. Once
to lightning and cold damage, as well as poison, paralysis, energy constructed and animated, it
drain, and disease. is usually assigned to keep
A lich is able to employ spells just as it did in life. It still requires the use watch over a valuable
of its spell books, magical components, and similar objects. It is object or special place. It
important to note that most, if not all, liches have had a great deal of does so, remaining motionless, until its preset activation conditions are
time in which to research and create new magical spells and objects. triggered (these depend on the creator’s instructions). As soon as this
happens, the column moves to take action against those who have
Thus, adventurers should be prepared to face magic the likes of which
triggered it. When a caryatid column has completed its task, it returns
they have never seen before when stalking a lich. In addition, liches
to its waiting position and reverts to stone. If it is killed in combat, it (and
are able to use any magical objects which they might possess just as
its sword) reverts to stone for 2d6 rounds, at the end of which time it
if they were still alive.
crumbles into dust.
Defeating a lich in combat is difficult but managing to actually destroy
When activated, the caryatid column undergoes a stunning and swift
the creature is harder still. In all cases, a lich will protect itself from
transformation. The smooth, grey stone that was once its skin changes
annihilation with the creation of a phylactery in which it stores its life
hue to become flesh tones, the eyes come alive with a gleaming white
force. This is similar to a Magic Jar spell. In order to ensure the final
light, and the thin blade transforms into a fine weapon of gleaming
destruction of a lich, its body must be wholly annihilated, and its
steel.
phylactery must be sought out and destroyed in some manner. Since
the lich will always take great care to see to it that its phylactery is well- In combat, the column lashes out with its gleaming sword, causing 2d4
hidden and protected, this can be an undertaking fully as daunting as points of damage with each hit. The column’s magical nature gives it
the defeat of the lich in its physical form. a +4 bonus to Saving Throws. Only magical weapons can harm the
caryatid column and a nonmagical weapon that strikes a caryatid
Living Statues column shatters 25% of the time. Magical weapons do not shatter.
A living statue is an enchanted, animated creature made by a
Crystal: Living crystal statues are life forms made of crystals instead of
powerful wizard. It appears to be a perfectly normal statue until it
flesh. They can look like a statue of anything, but often appear human.
begins to move. A living statue may be of any size or material. Living
crystal, iron, and rock statues are three types of living statues which Iron: Living iron statues have bodies which can absorb iron and steel.
serve as examples, should a DM wish to make up his or her own types. They take normal damage when hit but, if a non-magical metal
As animated creatures, living statues are immune to Sleep and Charm weapon is used, the attacker must make a DC 12 Strength check or
spells, as well as poison, paralysis, disease, and energy drain. the weapon will become stuck in the body of the living iron statue and
may only be removed if the statue is killed.

CHAPTER 6: MONSTERS 118


Rock: Living rock statues have an outer crust of stone but are filled with These water-dwelling creatures look like men with lizard heads and
hot magma (fiery lava}. When the living rock statue attacks, the heat tails. They live in tribes. They will try to capture humans and
within it deals an additional 1d6 of heat (fire) damage. demi-humans and take the victims back to the tribal lair as the main
course of a feast.
Lizards, Giant
Gecko Draco
Armor Class: 15 15
Hit Dice: 3+1 4+2
Check Bonus: 1 2
Move: 40’ 40’, 70’ flight
No. Appearing: 1-6 (1-10) 1-4 (1-8)
Morale Score: 11 11
Treasure Type: U U
Alignment: Neutral Neutral

Attacks: 1 bite 1 bite


Damage: 1-8 1-10
Special Attacks: Nil Nil
Special Defenses: Nil Nil

Horned Chameleon Tuatara


Armor Class: 18 16
Hit Dice: 5* 6
Check Bonus: 2 3
Move: 40’ 30’
No. Appearing: 1-3 (1-6) 1-2 (1-4)
Morale Score: 11 11
Treasure Type: U U
Alignment: Neutral Neutral

Attacks: 1 bite, 1 horn 2 claws, 1 bite


Damage: 2-8, 1-6 1-4, 1-4, 2-12
Special Attacks: Tongue, tail Nil
Special Defenses: Camouflage Nil Lizard men are semi-intelligent and use weapons such as spears and
large clubs (treat the clubs as maces). Their great strength gives them
Gecko: A gecko is a 5’ long lizard colored pale blue with a +1 bonus to all attack and damage rolls. Lizard men are often found
orange-brown spots. Geckos are carnivorous and nocturnal (sleeping in swamps, rivers, and along seacoasts as well as in dungeons.
during the day and active at night or in darkness). Geckos hunt by
climbing steep walls (or trees) with their specially adapted feet, then Lycanthropes*
dropping on their prey to attack. Lycanthropes are humans who can change into beasts (or in the case
Draco: A draco is a 6’ long lizard with wide flaps of skin between its of wererats, beasts who can change into humans). They do not wear
legs which it can spread to glide through the air (like a flying squirrel). armor since it would interfere with their shapechanging.
Dracos are generally found above ground, though they sometimes All lycanthropes will turn back into human (or rat) form when killed.
creep into caves to escape very cold or very hot weather. Dracos are Some animals (such as horses) do not like the smell of lycanthropes
carnivorous and have been known to attack humans. and will react with fear.
Horned Chameleon: A horned chameleon is a 7’ long lizard which can Any lycanthrope can summon 1 or 2 of the animals of their were-type
change color to blend into its surroundings (+4 bonus to Dexterity (werebears may summon bears, werewolves may summon wolves,
checks made to hide). etc.) who will arrive in 1-4 (1d4) rounds.
A horned chameleon can shoot out its sticky tongue up to 10’ away. If a lycanthrope is hit by wolfsbane, it must make a DC 12 Charisma
A successful hit means that the victim is grappled and pulled to the Saving Throw or run away in fear. The sprig of wolfsbane must be
horned chameleon’s mouth, unless it makes a DC 14 Strength ability swung or thrown as a weapon, using normal combat procedures.
check. A grappled foe is automatically bitten for 2d4 points of
damage per round until the lizard dies or the target breaks free. The Animal Forms: In animal form, a lycanthrope may only be harmed by
horned chameleon can also attack with its horn, for 1d6 damage, and magic weapons, silvered weapons, or magic spells. The lycanthrope
may use its tail to knock other attackers down. If it strikes, it does not cannot speak normal languages, though it can speak with normal
do any damage, but the target must make a DC 14 Strength or animals of its were-type (for example, wererats can speak with normal
Dexterity ability check (the target’s choice) or be knocked prone. rats). There are two animal forms that lycanthropes can take; one that
is indistinguishable from its were-type (for example, a werewolf may
Tuatara: A tuatara is an 8’ long lizard that looks like a cross between appear as a normal wolf) or as a bipedal hybrid human-animal form.
an iguana and a toad. It has pebble-colored olive skin with white
spikes along its back. It is carnivorous and sometimes attacks humans. Human Form: In human form, a lycanthrope often looks somewhat like
A tuatara has a membrane over its eyes which, when lowered, is their were-form (wererats have longer noses, werebears are hairy, and
sensitive to changes in temperature, giving it 90’ Darkvision. so forth). In this form, they may be attacked normally, and may speak
any known languages.
Lizard Man Lycanthropy: Lycanthropy is both a disease and curse. Any human
Armor Class: 15 No. Appearing: 2-8 (6-36) character who is severely hurt by were-creatures (losing more than
Hit Dice: 2+1 Morale Score: 18 half of his or her Hit Points when in battle with them) will become a
Check Bonus: 1 Treasure Type: D lycanthrope of the same type in 2-24 (2d12) days. The victim will begin
Move: 30’, 40’ swim Alignment: Neutral to show signs of the disease after only half that time. The disease will
kill non-humans instead of turning them into were-creatures. It may
Attacks: 1 weapon, by weapon only be cured through use of both a Cure Disease and Remove Curse
Special Attacks: See text spell. Any character who becomes a full were-creature will become
Special Defenses: Nil an NPC, to be run by the DM only.

CHAPTER 6: MONSTERS 119


Werebear* Wereboar* Wererat* Werewolves: These creatures are
Armor Class: 18 (11)* 16 (10)* 13 (10)* semi-intelligent and usually hunt in
Hit Dice: 6* 4+1* 3* packs.
Check Bonus: 3 2 1 Any group of 5 or more will have a
Move: 40’ 50’ 40’ leader with 5 Hit Dice and a +2
No. Appearing: 1-4 (1-4) 1-4 (2-8) 1-8 (2-16) bonus to attack and damage rolls.
Morale Score: 16 14 12
Treasure Type: C C C Werewolves summon normal
Alignment: Neutral Neutral Chaotic wolves to form large packs with
them.
Attacks: 2 claws, 1 bite 1 tusk gore 1 bite or
weapon Weretigers: These relatives of the
Damage: 2-8, 2-8, 2-16 2-12 1-4 or great cats often act like them,
by weapon being very curious but becoming
Special Attacks: Bear hug Berserker fury Nil dangerous when threatened. They are good swimmers and trackers.
Special Defenses: Weapon Weapon Weapon They make all Strength checks made when swimming, as well as all
immunity immunity immunity Wisdom (Perception) checks and Dexterity (Stealth) checks with a +4
Werewolf* Weretiger* bonus.
Armor Class: 15 (10)* 17 (10)*
Hit Dice: 4* 5*
Check Bonus: 2 2
Move: 50’ 50’
No. Appearing: 1-6 (2-12) 1-4 (1-4)
Morale Score: 12 14
Treasure Type: C C
Alignment: Chaotic Neutral

Attacks: 2 claws, 1 bite 2 claws, 1 bite


Damage: 1-6, 1-6, 2-8 1-6, 1-6, 2-12 They may summon any type of great cat that is in the area but prefer
Special Attacks: Nil Nil to summon tigers.
Special Defenses: Weapon Stealthy,
immunity weapon Manticore
immunity
(Armor Class in human form) Armor Class: 16 No. Appearing: 1-2 (1-4)
Hit Dice: 6+1 Morale Score: 14
Werebears: Werebears are very Check Bonus: 3 Treasure Type: D
intelligent, even in animal form. A Move: 40’ 60’ flight Alignment: Chaotic
werebear usually prefers to live
alone or with bears. It might be Attacks: 2 claws, 1 bite or spikes, 1-4, 1-4, 2-8 or special
friendly if peacefully approached. Special Attacks: Tail spikes
Special Defenses: Nil
If a werebear strikes a foe with
both paws in one round of
combat, it has hugged its victim
and will cause additional damage
in the same round as the attack
(equal to the bite damage).

A werebear may summon any


type of bear in the area.

Wereboars: Wereboars are


semi-intelligent and have bad
tempers.
In human form they often seem
to be berserkers, and may act
the same way in battle (gaining
a +2 bonus to attack and
damage rolls and fighting to the A manticore is a horrid monster having a man’s face, the body of a
death). lion, leathery bat wings, and a tail ridged with spikes.
Wereboars summon normal The manticore has 24 spikes and can shoot 6 each round even when
boars to help them in battle. flying. The tail spikes have a close range of 40’ and will each do 1-6
(1d6) points of damage. The creature will regrow 2 spikes per day.
Wererats: Wererats are different from most
lycanthropes, changing from intelligent, The manticore’s favorite food is human flesh. They usually live in wild
man-sized rats into either human or rat- mountain ranges. They will frequently track parties with humans,
human hybrid forms. They are intelligent, ambushing with spike attacks when the party stops to rest.
can speak Common in any form, and
may use any weapon. Mastodon
A wererat usually prefers to use either its Armor Class: 17 No. Appearing: 0 (2-16)
man-sized rat or hybrid man-rat form. Hit Dice: 15 Morale Score: 12
Wererats are sneaky and often set Check Bonus: 7 Treasure Type: See text
ambushes, getting a +4 bonus to all Move: 40’ Alignment: Neutral
Dexterity (Stealth) checks.
Attacks: 2 tusks or 1 trample, 2-12, 2-12, or 4-32
They summon giant rats to help them in Special Attacks: Charge
battle. Special Defenses: Nil

CHAPTER 6: MONSTERS 120


Mastodons look like hairy elephants with long tusks. In combat a Mimic
mastodon will charge, striking only with its tusks for double damage. In
succeeding rounds, it will either strike with its tusks (25%) or trample Armor Class: 14 No. Appearing: 1 (1)
(75%) if the opponent is man-sized or smaller. Hit Dice: 8* Morale Score: 18
Check Bonus: 4 Treasure Type: Nil
The mastodon gains a bonus of +4 its attack rolls when trampling any Move: 10’ Alignment: Neutral
Medium-sized or smaller creature. The ivory mastodon tusks are quite
valuable, each tusk being worth 200-800 (2d4 x 100) gold pieces. They Attacks: 1 pseudopod, 3-12 plus glue
live in cold, icy tundra or “lost worlds.” Special Attacks: Glue
Special Defenses: Camouflage, immune to acid, see text
Medusa
Mimics are magically-created
Armor Class: 12 No. Appearing: 1-3 (1-4) creatures with a hard rock-like
Hit Dice: 4** Morale Score: 12 outer shell that protects their soft
Check Bonus: 2 Treasure Type: F inner organs. Mimics can alter
Move: 40’ Alignment: Chaotic their form and pigmentation;
they use this talent to lure victims
Attacks: 1 bite, 1-6 plus poison into close range, where they
Special Attacks: Gaze attack attempt to feed on them. They
Special Defenses: +2 to all Saving Throws against spells usually appear in the form of
A medusa looks like a human treasure chests or door frames.
female with live snakes growing A mimic can surprise its victims
from her head instead of hair. easily, as it requires a DC 18
The sight of a medusa will turn a Wisdom (Perception) skill check
creature to stone unless the to spot a mimic for what it is.
victim makes a DC 12 Wisdom When a creature touches a
Saving Throw. mimic, it lashes out with a
The bite of the snakes deals 106 pseudopod that inflicts 3d4
(1d6) points of damage and is points of damage.
poisonous (DC 12 Constitution Furthermore, the mimic covers itself with a glue-like substance. Any
Saving Throw or die in 10 creature or item that touches a mimic is held fast. Alcohol will weaken
minutes). The group of snakes the glue in three rounds, enabling the character to break free, or the
may only attack once per character may attempt to make a DC 16 Strength ability check to
round. break free. A mimic may neutralize its glue at any time that it desires;
A medusa will often wear a robe the glue dissolves five rounds after the mimic dies. The mimic is immune
with a hood for disguise in order to acid attacks and is unaffected by molds, green slime, and various
to trick its victims into looking at puddings.
it. A medusa can be looked at
without harm by looking at its reflection in a mirror. If a medusa sees its Mind Flayer (Illithid)
own reflection, it must make a Wisdom Saving Throw or petrify itself! A Armor Class: 15 No. Appearing: 1-4 (1-4)
medusa also gains a +2 bonus to all Saving Throw against spells due to Hit Dice: 8+4** Morale Score: 18
her magical nature. Check Bonus: 4 Treasure Type: B
Move: 40’ Alignment: Chaotic
Mermen
Attacks: 4 tentacles, 1-2 plus special, see text
Armor Class: 14 No. Appearing: 0 (1-20) Special Attacks: Devour mind, mind blast, spell use
Hit Dice: 1 to 4 Morale Score: 12 Special Defenses: Spell use
Check Bonus: 0 to 2 Treasure Type: A
Move: 40’, 40’ swim Alignment: Neutral The illithid, or mind flayer, is an evil and feared creature found in
subterranean places; its powers are formidable, and it feeds on the
Attacks: 1 weapon, by weapon brains of any creature it encounters. Using arcane powers, it enslaves
Special Attacks: Nil or destroys its foes, which include such powerful creatures as kuo-toa.
Special Defenses: Nil
Mind Flayers stand about 6 feet tall and have hideous mauve skin that
glistens with slime. The head resembles an octopus, with white eyes
(no pupils are evident) and four tentacles around its mouth, a round,
many-toothed orifice like that of a lamprey. The creature has three
reddish fingers and a thumb on each hand.
They can communicate with any creatures via innate telepathy; they
have no spoken language, although they often accompany their
thoughts with hissing, and the eager lashing of their tentacles. Mind
flayers dress in flowing robes, often with high, stiff collars, adorned with
symbols of death and despair.
A mind flayer’s preferred method of attack is the mind blast, projected
in a cone 30 feet long, 5 feet wide at the mind flayer, and 30 feet wide
at the opposite end. All within the cone must make a DC 14 Wisdom
Saving Throw or be stunned for 1d3 rounds and suffer 1d8 points of
damage. A successful Wisdom save negates the stunning effect and
Mermen have the upper bodies of men and the lower bodies of large halves the damage taken.
fish. They are armed with spears, tridents, or daggers. They live in The illithid tries to grab one or two stunned victims (stunned creatures
coastal waters and hunt fish and harvest kelp. suffer a -2 penalty to their Armor Class and cannot act or move until
The number appearing represents a small hunting party, although they recover) and escape with them (via Plane Shift or Astral Spell).
mermen will often form underwater villages of 100 to 300 creatures. For The illithid keeps some victims as slaves and feeds on the brains of the
every 10 mermen encountered there will be a leader with 2 Hit Dice. others. When devouring the brain of a stunned victim, it lashes out with
For every 50 there will be one leader with 4 Hit Dice. its tentacles in an attempt to hold them still. A tentacle that hits deals
Mermen often keep trained marine animals and monsters to help 1d2 points of damage and automatically grapples the victim (see
guard their homes (DM’s discretion). page 83). Tentacles deal no damage while grappling and the

CHAPTER 6: MONSTERS 121


grappled opponent can break free with a DC 14 Strength check (+2
to the DC if all four tentacles have latched on). Once all four tentacles
have attached to the victim, the mind flayer has found a path to the
brain and kills the victim in 1d4 rounds (unless the victim breaks the
grapple, the mind flayer is slain, or the mind flayer retreats). A mind
flayer can also use its tentacles in combat; it does so only when
surprised or when attacking a single, unarmed victim.

In melee, a hit by a mummy does 1-12 points of damage and infects


the creature hit with a hideous rotting disease unless it makes a DC 13
A mind flayer can also use the following arcane powers, one per Constitution Saving Throw. This disease prevents both magical and
round, as an 8th level magic-user (DC 14): Charm Person, Charm natural healing. The disease lasts until it is magically cured with both a
Monster, ESP, Levitate, Astral Spell, and Plane Shift. Remove Disease and Remove Curse spell.
If an encounter is going against a mind flayer, it will immediately flee, Mummies can only be damaged by spells, fire, or magic weapons, all
seeking to save itself regardless of its treasure or its fellows. of which will only do half damage. They have the standard undead
immunities (see page 88) as well.
Minotaur
Nagas
Armor Class: 14 No. Appearing: 1-6 (1-8) Possessing high intelligence and magical abilities, naga are snake-like
Hit Dice: 6 Morale Score: 18 creatures with human heads. They prefer warmer climates and tend
Check Bonus: 3 Treasure Type: C not to wander far from their lairs.
Move: 40’ Alignment: Chaotic
The cold-blooded naga have glittering scales and grow to an adult
Attacks: 1 gore, 1 bite, or by weapon, 1-6, 1-6, length of 10 to 20 feet. Their lidless eyes are bright and wide, almost
or by weapon plus 2 luminescent, and their spines are armored with sharp triangular
Special Attacks: Nil extensions that grow in a line from the napes of their necks to the tips
Special Defenses: Immune to Maze spells of their tails. Wise and patient, these creatures can stay still for hours
A minotaur is a large man but move swiftly when alarmed. They favor resting in a semi-aware
with the head of a bull. It state that conserves their energy and makes them very hard to
is larger than human size surprise, giving them a +4 bonus to all Wisdom (Perception) checks.
and eats humans. Naga often set traps to snare trespassers. Magical spells are always
A minotaur will always attempted first. Once their magic is expended, naga rely on their
attack anything its size or poisonous bites - only the guardian naga can actually constrict victims
smaller and will pursue as like a giant snake.
long as its prey is in sight.
Guardian Naga Spirit Naga Water Naga
Minotaurs are semi- Armor Class: 17 16 15
intelligent and some use Hit Dice: 12** 10** 8**
weapons, preferring a Check Bonus: 6 5 4
spear, club, or axe. Move: 40’ 40’ 30’, 50’ swim
Minotaurs gain +2 to No. Appearing: 1-2 (1-2) 1-3 (1-3) 1-4 (1-4)
damage done with a Morale Score: 18 16 14
weapon due to their Treasure Type: B B D
strength. If a minotaur Alignment: Lawful Chaotic Neutral
uses a weapon. it may
not gore or bite. Attacks: 1 bite, 1 tail 1 bite 1 bite
Minotaurs usually live in Damage: 1-6, 2-8 1-3 1-4
tunnels or mazes. Special Attacks: Poison, spell use, Poison, spell use Poison, spell use
tail grapple
Mummy* Special Defenses: Keen senses Keen senses Keen senses

Armor Class: 17 No. Appearing: 1-4 (1-2) Guardian Naga: Surrounded with a flowery sweet scent, the guardian
Hit Dice: 5+1** Morale Score: 18 naga is marked by green-gold scales, silvery spines, and flashing
Check Bonus: 2 Treasure Type: D golden eyes. It is so called because its lawful nature makes it a perfect
Move: 20’ Alignment: Chaotic sentinel over a like-aligned being’s treasure or some evil.
This naga always warns off trespassers and often buries those defeated
Attacks: 1 fist, 1-12 plus disease in battle. The guardian naga can spit poison at an individual attacker
Special Attacks: Disease at up to 30-foot range. The poison kills that individual in 1 minute if it
Special Defenses: Undead immunities, weapon immunities, see text fails a DC 14 Constitution Saving Throw. In addition to a poisonous bite
Mummies are undead who lurk near deserted ruins and tombs. On (1d6 plus DC 14 CON save or die in 1 minute) and constriction (2d4
seeing a mummy, each character must a DC 13 Charisma Saving damage), these naga have the ability to use cleric spells as 6th level
Throw or be paralyzed with fear until the mummy attacks someone or clerics.
goes out of sight.

CHAPTER 6: MONSTERS 122


Spirit Naga: These black and crimson banded naga have a most Nightmare
human-like head, with stringy hair and deep brown eyes, and they
smell of rotting flesh, which happens to be their preferred food! Armor Class: 20 No. Appearing: 1 (1)
Hit Dice: 6+6* Morale Score: 16
Hiding in deserted ruins or caverns, these evil and cunning spirit naga Check Bonus: 3 Treasure Type: Nil
seek to cause harm to any creature that passes through their domains. Move: 60’, 120’ flight Alignment: Chaotic
They set traps and frequently attack without warning. While they are
not big enough to constrict their prey, they have a poisonous bite (DC Attacks: 2 hooves, 1 bite, 1-6, 1-6, 2-8
15 CON save or die in 1 minute), a gaze that charms all who look into Special Attacks: Fiery hooves, see text
their eyes (as a Charm Monster spell, DC 15), and can use magic-user Special Defenses:
spells at 5th level ability and cleric spells at 4th level ability.
Nightmares are the evil steeds of
Water Naga: Water naga the lower planes, often serving as
are emerald green to mounts for night hags, liches, and
turquoise in reticulated powerful undead lords.
patterns with dark brown They look like large, powerful horses
and pale jade green or dark with a jet black coat. Nightmares
grey and olive, and their have glowing red eyes, flaming
spines have red spikes that orange nostrils, and hooves that
raise like hackles when they burn like embers. Their flowing
are angry. Their eyes are manes and great tails are ragged
pale green to amber. and wild.
These naga are found in Nightmares can understand
clear, fresh water. Curious commands from evil riders. They
but neutral in attitude, water communicate among themselves
naga seldom attack unless by empathy.
threatened. In addition to
their poisonous bite that Nightmares’ vicious fangs inflict 2d4 points of damage on a successful
inflicts 1d4 points of damage bite. Their burning hooves each inflict 1d6 damage plus 1d4 point of
(DC 14 CON save or die in 1 fire damage. They will set any combustibles on fire.
minute), these naga have 5th During combat, the excitement and fervor of the fight will cause
level magic-user spell nightmares to emit a smoking, hot cloud of noxious vapors. It blinds
abilities. They never know and chokes all those within 10 feet of the evil steed. Victims must make
spells that deal with fire. a DC 13 CON Saving Throw or be sickened. Sickened creatures suffer
a -2 penalty to Strength and Dexterity checks, as well as attack and
Neo-Otyugh damage rolls, and take a -2 penalty to their Armor Class. The
Movement Rate of sickened creatures is reduced by half.
Armor Class: 20 No. Appearing: 1(1)
Hit Dice: 10* Morale Score: 16 Although they have no wings, nightmares can magically propel
Check Bonus: 5 Treasure Type: See text themselves through the air at an impressive rate. They may fly through
Move: 20’ Alignment: Neutral the Astral and Ethereal Planes at will.

Attacks: 2 tentacles, 1 bite, 2-12, 2-12, 1-3 Nixie


Special Attacks: Disease
Special Defenses: Immune to diseases Armor Class: 13 No. Appearing: 0 (2-40)
Hit Dice: 1 Morale Score: 9
Check Bonus: 0 Treasure Type: B
Move: 40’, 40’ swim Alignment: Neutral

Attacks: 1 weapon, by weapon, see text


Special Attacks: Charm Person, see text
Special Defenses: Nil

Nixies are 3’ tall water


sprites. They look like
small, beautiful elves,
and their skin is light
Neo-otyugh are a larger, more intelligent species of otyugh (qv). They blue, green, or gray-
conform to the general characteristics of otyugh, and are even more green. They avoid
aggressive in their hunting of prey (Morale score of 16). Also, the neo- combat but may try to
otyugh are slightly better at telepathic communication. charm an adventurer.
Some specimens of these creatures reach 8’ diameter and a height Ten nixies can cast one
of 3’ or more. The hide of a neo-otyugh is even tougher than that of such Charm, and if a DC
an otyugh, although the appearance is similar. 12 Charisma Saving
If it bites any victim, that creature must make a DC 15 Constitution Throw is not made, the
Saving Throw or be sickened until a Cure Disease spell heals it. victim will enter the
Sickened creatures suffer a -2 penalty to Strength and Dexterity water and serve the
checks, as well as attack and damage rolls, and take a -2 penalty to nixies for a year. (Each
their Armor Class. The Movement Rate of sickened creatures is nixie can cast a Water
reduced by half. Breathing spell on this
slave, but this must be
These monsters have no interest whatsoever in treasure as humans renewed every day.)
know it, but their partners may, occasionally making the guarding of
treasure they value a condition of allowing otyugh to dwell in semi- If forced to fight, nixies use small tridents (treat as spears) and daggers,
symbiosis with them. and each will summon a giant bass to aid them (AC 13, HD 2, MV 40’
swim, #AT 1, D 1-6, CB 1, ML 12, AL N).
Nixies dwell in rivers and lakes, making their lairs in the deepest part of
the water.

CHAPTER 6: MONSTERS 123


Nymph When encountered outside their lair, they will be carrying 100-600 gp
(1d6 x 100) in large sacks. They usually attack with crude weapons like
Armor Class: 11 No. Appearing: 1-4 (1-4) clubs, dealing 1d6+3 damage due to their great strength.
Hit Dice: 3* Morale Score: 8
Check Bonus: 1 Treasure Type: X Ogres can be found in virtually any terrain, including subterranean
Move: 40’ Alignment: Neutral places. They are ugly-tempered and voracious. Ogres are also fond of
treasure, and they will sometimes be found serving as mercenaries in
Attacks: 1 weapon, by weapon the ranks of orc tribes or evil clerics, or joining with gnolls for a profitable
Special Attacks: See text raid. Ogres mingle freely with trolls and some giants.
Special Defenses: Nil
If 11 or more ogres are encountered, there
So beautiful that a mere glimpse will be one who is a leader with 6+2 Hit Die,
can blind or even kill a man, Armor Class 16, and better weaponry
nymphs are the embodiment of (typically a Medium-sized weapon that
loveliness, a triumph of nature. deals 1d8+3 damage).
A nymph’s beauty is beyond
words - an ever-young woman
with sleek figure and long, thick
hair, radiant skin and perfect
teeth, full lips, and gentle eyes. A
nymph’s scent is delightful, and
her long robe glows, hemmed
with golden threads and
embroidered with rainbow hues
of unearthly magnificence. A
nymph’s demeanor is graceful
and charming, her mind quick
and witty. Nymphs speak their
own musical language and the If 16 or more are encountered there will be 2 such leaders plus 1
Common tongue. additional ogre, a chieftain with Armor Class 17, 7+3 Hit Dice, and
better weaponry (typically a Large-sized weapon wielded in one
Nymphs do not fight but flee if hand and dealing 1d10+3 damage).
confronted by an intruder or
danger. Nymphs are able to cast Dimension Door once per day and Aquatic Ogres (Merrow): The freshwater merrow are greenish and
can employ cleric spells at 7th ability level. These spells are never scaled with webbed hands and feet. Their necks are long and thick,
destructive in nature. their shoulders are sloping, and they have huge mouths and undershot
jaws. Merrow have black teeth and nails and deep green eyes with
Looking at a nymph will cause permanent blindness unless the
white centers, and their hair resembles slimy seaweed.
onlookers make a DC 12 Wisdom Saving Throw. If the nymph is nude
or disrobes, an onlooker will die unless a DC 13 Charisma Saving Throw Using their green coloration, aquatic ogres can hide, becoming
is successful. Either save must only be made once per nymph. effectively invisible, gaining a +4 bonus to Dexterity (Stealth) checks in
deep water and in areas of underwater vegetation. They attack from
Ochre Jelly* cover when ambushing.

Armor Class: 12 Merrow typically attack with a large spear (inflicting 1d8+3 damage),
Hit Dice: 5* followed by melee with talons and teeth that deal 1d6 damage each.
Check Bonus: 2 They have a swimming Movement Rate of 30’. They are, otherwise,
Move: 10’ identical to land-dwelling ogres.
No. Appearing: 1 (0)
Morale Score: 18 Ogre Mage
Treasure Type: Nil Armor Class: 16 No. Appearing: 1-6 (1-6)
Alignment: Neutral Hit Dice: 5+2 Morale Score: 13
Attacks: 1 acidic pseudopod, Check Bonus: 2 Treasure Type: B + 1,000 gp
2-16 Move: 30’ Alignment: Chaotic
Special Attacks: See text Attacks: 1 weapon, by weapon plus 3
Special Defenses: Only harmed by fire or Special Attacks: Spell use
cold Special Defenses: Regeneration, spell use
An ochre jelly is an ochre-colored giant amoeba which can only be Ogre magi normally seek
harmed by fire or cold. Attacks with weapons or lightning merely make uninhabited places in which to
several (1d4+1) smaller (2 Hit Dice) ochre jellies. An ochre jelly does lair - typically in a fortified
2d6 damage per round to exposed flesh. The smaller ochre jellies only dwelling or some secure cavern
do half damage. complex below ground. From
It can seep through small cracks, and destroy wood, leather, and cloth this location, the ogre magi will
in 1 round, but cannot eat through metal or stone. foray to capture treasure and
humans for slaves and food. If
Ogre encountered in their lair, the
ogre magi will always have a
Armor Class: 15 No. Appearing: 1-6 (3-18) ogre mage chief of great
Hit Dice: 4+1 Morale Score: 16 strength (9+3 Hit Dice) in
Check Bonus: 2 Treasure Type: C + 1,000 gp addition to the others indicated
Move: 30’ Alignment: Chaotic by the die roll. There will be 2-12
Attacks: 1 weapon, by weapon plus 3 slaves/prisoners in the lair.
Special Attacks: Nil Ogre magi can cast the
Special Defenses: Nil following at will: Fly (2 hour
Ogres are huge fearsome human-like creatures, usually 8 to 10 feet duration), Invisibility, Darkness,
tall. They wear animal skins for clothes, and often live in caves. Ogres and Polymorph Self (limited to
hate Neanderthals and will attack them on sight.

CHAPTER 6: MONSTERS 124


human, demi-human, or similar bipedal humanoid form from 4’ to 12’ Orcs may often be hired at low cost as soldiers, and are often used for
in height). armies by Chaotic leaders (both humans and monsters). The orcs are
Once per day they can cast the following (DC 12): Charm Person, satisfied by being allowed to kill and burn as much as they want. Orcs
Sleep, Gaseous Form, and Cone of Cold. prefer swords, spears, axes, and clubs for weapons. They will not use
mechanical weapons (such as catapults), as only their leaders
They can regenerate 1 Hit Point per melee round (lost members must understand how to operate them.
be reattached to regenerate).
Ogre magi have light blue, light green, or pale brown skins. Their hair is
typically of an opposite and darker color (blue-green, green-blue),
except that brown skinned ogre magi have dark yellow hair. Their nails
are black, and their teeth and tusks are very white. Horns are ivory
colored. Their eyes are dark pupiled with white centers.

Octopus, Giant

Armor Class: 13 No. Appearing: 0 (1-2)


Hit Dice: 8 Morale Score: 11
Check Bonus: 4 Treasure Type: Nil
Move: 30’, 30’ swim Alignment: Neutral

Attacks: 8 tentacles, 1 bite, 1-3 (x8), 1-6


Special Attacks: Grapple
Special Defenses: Camouflage, ink cloud

Giant octopi lurk in the waters near fishing villages and other coastal
areas in tropical or temperate climates. Octopi get a +4 bonus to all
Dexterity (Stealth) checks made to hide, due to camouflaging
pigments in their skin.

There are many different tribes of orcs. Members of different tribes are
not usually friendly with each other and may start fighting unless their
leaders are present. An orc lair has only one tribe. Each tribe will have
as many female orcs as males, and 2 children (“whelps”) for each 2
adults. The leader of an orc tribe is a chieftain with 4 Hit Dice and a +2
bonus to attack and damage rolls. For every 20 orcs in a tribe, there
In combat, a giant octopus will squeeze with its tentacles and stab or may be an ogre with them (a 1 in 6 chance). There is a 1 in 10 chance
bite any creature dragged to its mouth with its fearsome beak. Once of a troll living in the lair as well.
a tentacle hits in combat, it will constrict and automatically do 1-3
points of damage each round. Each tentacle that hits also reduces its Otyugh
victim’s chance to hit by 1 (a person with all of an octopus’s tentacles
Armor Class: 18 No. Appearing: 1 (2)
wrapped around him or her would have a penalty of -8 to attack rolls).
Hit Dice: 7* Morale Score: 13
A character may try to sever a tentacle and will succeed when any Check Bonus: 3 Treasure Type: See text
single hit with an edged weapon does 5 or more points of damage. A Move: 20’ Alignment: Neutral
character may try to pull free from the tentacles with a DC 14 Strength
ability check. This DC increases by 1 for every two tentacles that have Attacks: 2 tentacles, 1 bite, 1-8, 1-8, 2-5
grappled him or her. Special Attacks: Disease
Special Defenses: Immune to diseases
If a combat is going against it, a giant octopus will flee, jetting away
at triple speed and trailing a large, black cloud of ink (40’ radius) that These weird monsters are
heavily obscures all sight. omnivorous scavengers,
not at all hesitant about
Orc adding a bit of fresh meat
to their diet of dung, offal,
Armor Class: 14 No. Appearing: 2-8 (10-60) and carrion. They hate
Hit Dice: 1 Morale Score: 13 direct sunlight or bright
Check Bonus: 0 Treasure Type: D light, so they are found
Move: 30’ Alignment: Chaotic underground in most cases.
Attacks: 1 weapon, by weapon Usually (90%) only a single
Special Attacks: Nil individual is encountered,
Special Defenses: Nil for otyugh typically live in
Orcs are ugly human-like creatures who look like a combination of partnership with other
animal and man. Orcs are nocturnal (usually sleeping in the day and subterranean monsters. The
active at night or in the dark) and prefer to live underground. When otyugh will dwell in a truce
fighting in daylight, they must subtract 1 from their attack rolls. state with other powerful
monsters to scavenge
They have bad tempers and do not like other living things; they will droppings and other
often kill something for their own amusement. They are afraid of leavings. In most cases
anything which looks larger and stronger than they are but may be otyugh live in piles of dung
forced to fight by their leaders. and rubbish, and thrive
Orc leaders gain their positions by fighting and defeating (or killing) there.
the others. One member of any group of orcs will be a leader with 2 The otyugh has a sensory organ stalk and two tentacle arms which
Hit Dice and a +1 bonus to attack and damage rolls. If this “leader” is protrude from its hideous body. The eyes are always thrust above the
killed, the morale of the group becomes 9 instead of 13. offal the creature lairs under, and this prevents surprise. Its tentacles

CHAPTER 6: MONSTERS 125


have sharp ridges and are used to deliver smashing blows to prey. The Peryton*
creature’s mouth is sucker-like and filled with many teeth. If it bites any
victim, that creature must make a DC 13 Constitution Saving Throw or Armor Class: 13 No. Appearing: 0 (2-8)
be sickened until a Cure Disease spell heals it. Sickened creatures Hit Dice: 4* Morale Score: 18
suffer a -2 penalty to Strength and Dexterity checks, as well as attack Check Bonus: 2 Treasure Type: Nil
and damage rolls, and take a -2 penalty to their Armor Class. The Move: 60’, 120’ flight Alignment: Chaotic
Movement Rate of sickened creatures is reduced by half. Attacks: 1 gore, 4-16
These monsters have no interest whatsoever in treasure as humans Special Attacks: +2 bonus to all attack rolls
know it, but their partners may, occasionally making the guarding of Special Defenses: Weapon immunity
treasure they value a condition of allowing otyugh to dwell in semi-
symbiosis with them.
Otyugh speak their own language and are semi-telepathic, thus often
able to communicate with other life forms when the otyugh so desire.

Owl Bear

Armor Class: 15 No. Appearing: 1-4 (1-4)


Hit Dice: 5 Morale Score: 13
Check Bonus: 2 Treasure Type: C
Move: 40’ Alignment: Neutral

Attacks: 2 claws, 1 bite, 1-8, 1-8, 1-8


Special Attacks: Bear hug
Special Defenses: Nil

High above the mountains and rocky hills of most lands flies a sharp-
eyed monster known as the peryton. Intelligent, patient, and
malevolent, it watches and waits for prey - to pluck their hearts out.
The peryton resembles a giant, dark green eagle, except that its head
is that of a blue-black stag, its horns glitter as ebon as obsidian, its eyes
glow a dull red-orange. The chest feathers of a male peryton are light
blue; those of the female are drab brown. Perytons normally cast the
shadow of an adult human being, rather than those of their own form.
A peryton has only a secondary interest in prey as food. Its main
interest in humans and humanoid creatures is the heart of its prey. It is
An owl bear is a huge bear-like creature with the head of a giant owl. unnaturally accurate in combat, receiving a +2 bonus to all attack
An owl bear stands 8’ tall and weighs 1,500 pounds. Owl bears have rolls.
nasty tempers and are usually hungry, preferring meat. If both paws of
an owl bear hit the same opponent in one round, the owl bear will It attacks with its sharp horns, since its claws are too weak to use in
“hug” for an additional 1d8 points of damage. They are commonly melee. When a peryton chooses a target for combat, it locks itself into
found underground and in dense forests. a duel that nearly always ends in either the peryton’s death or that of
its target. A peryton will never switch targets during combat, no matter
Pegasus the tactical situation. On rare occasions, the creature can be driven
off, but it will continue to stalk its prey, and return later. Perytons are
Armor Class: 14 No. Appearing: 0 (1-12) immune to all weapons but those of at least +1 enchantment.
Hit Dice: 2+2 Morale Score: 12
Check Bonus: 1 Treasure Type: Nil Piercer
Move: 80’, 160’ flight Alignment: Lawful
Armor Class: 17 No. Appearing: 3-18 (3-18)
Attacks: 2 hooves, 1-6, 1-6 Hit Dice: 3 Morale Score: 9
Special Attacks: Nil Check Bonus: 1 Treasure Type: Nil
Special Defenses: Nil Move: 5’ Alignment: Neutral

Attacks: Impale, 3-18


Special Attacks: Surprise attack
Special Defenses: Camouflage
Piercers resemble stalactites
found on cave roofs. They are
actually a species of
gastropods that, without their
shells, resemble slugs with
long tails. A piercer climbs
onto the ceiling of a cavern
and waits patiently; when it
detects prey beneath it, it
drops from the ceiling and
impales the victim with the
sharp end of its shell.
Piercers have only one
chance to hit; if an attack
These semi-intelligent flying horses are wild and shy. They cannot be fails to score a kill, the piercer
tamed, but will serve Lawful characters (only) if captured when young cannot attack again until it
and trained. Pegasi are the natural enemies of hippogriffs. slowly scales a wall to resume

CHAPTER 6: MONSTERS 126


its position. Piercers can hear noises and detect heat sources in a 300- Prehistorical Creatures: See Mastodon, Pteranodon, Pterodactyl,
foot radius; these heat sources include humans. If the noise and light Stegosaurus, Titanothere, Triceratops, and Tyrannosaurus Rex.
are stationary for many minutes at a time, piercers will slowly edge into
attack position over the source of the stimulus. Pteranodon
Piercers are virtually indistinguishable from natural phenomena, Armor Class: 14 No. Appearing: 0 (1-4)
requiring a DC 18 Wisdom (Perception) check to spot. Hit Dice: 5 Morale Score: 12
Check Bonus: 2 Treasure Type: V
Pixie Move: 120’ Alignment: Neutral
Armor Class: 17 No. Appearing: 2-8 (10-40) Attacks: 1 set of claws, 1-12
Hit Dice: 1* Morale Score: 10 Special Attacks: Nil
Check Bonus: 0 Treasure Type: R+S Special Defenses: Nil
Move: 30’, 60’ flight Alignment: Neutral
Pteranodons are giant pterodactyls. They are aggressive and will often
Attacks: 1 weapon, by weapon (1-3) attack humans or humanoids. These monsters can have a wingspan
Special Attacks: Improved invisibility of up to 50 feet.
Special Defenses: Improved invisibility
Pteranodons and pterodactyls are only found in warm climates,
Pixies are small (1-2’ tall) usually in “lost world” areas.
human-like creatures, who are
distantly related to elves, with Pterodactyl
insect-like wings.
Armor Class: 13 No. Appearing: 0 (2-8)
They are invisible unless they
Hit Dice: 1 Morale Score: 10
want to be seen. Unlike the
Check Bonus: 0 Treasure Type: Nil
effects of the Invisibility spell,
Move: 90’ Alignment: Neutral
pixies can attack and remain
invisible, and get a +8 bonus Attacks: 1 set of claws, 1-3
to Dexterity (Stealth) checks Special Attacks: Nil
made to surprise foes. Pixies Special Defenses: Nil
can see invisible creatures
and objects. Pterodactyls are bat-like reptiles with wingspans of 8-10 feet. They hunt
small and medium-sized animals, gliding slowly along air currents to
They attack with tiny swords
spot their prey. If driven by great hunger they will attack human-sized
and bows that deal 1d3
creatures.
damage.

Pseudodragon

Armor Class: 18 No. Appearing: 1 (1)


Hit Dice: 2** Morale Score: 13
Check Bonus: 1 Treasure Type: L x 10
Move: 20’, 80’ flight Alignment: Neutral

Attacks: 1 bite, 1 tail sting, 1-4, 1-3 plus poison


Special Attacks: Attacks as a 6 HD creature, sleep poison
Special Defenses: Camouflage, magic resistance
Pseudodragons resemble miniature red dragons. They have fine scales
and sharp horns and teeth. A pseudodragon’s coloration is red-brown
as opposed to the deep red of red dragons. Its tail is about 2 feet long
(longer than the pseudodragon itself), barbed, and very flexible.
Pseudodragons communicate
via a limited form of telepathy. If
one elects to take a human
companion, it can transmit what
it sees and hears at a distance of
up to 120 feet.
The pseudodragon can deliver a
vicious bite with its small,
dragon-like jaws, but its major
weapon is its sting-equipped tail.
The creature can move it with
flashing speed and attacks as a
6 Hit Die creature. Any creature
struck must make a DC 12 Purple Worm
Constitution Saving Throw or go Armor Class: 14 No. Appearing: 1-2 (1-4)
into a state of catalepsy that Hit Dice: 15* Morale Score: 15
lasts 1d6 days. The victim Check Bonus: 7 Treasure Type: D
appears quite dead, but at the Move: 20’, 20’ burrow Alignment: Neutral
end of that time the character
will either wake up unharmed. Attacks: 1 bite, 1 sting, 2-16, 1-8 plus poison
Pseudodragons have a chameleon-like power that allows them to Special Attacks: Poison, swallow whole
alter their coloration to blend with their surroundings. They can blend Special Defenses: Nil
into any typical forest background, gaining a +6 bonus to all Dexterity Purple worms are huge, slime-covered creatures over 100’ long and 8’
(Stealth) checks when hiding amid plant-life. Pseudodragons have to 10’ in diameter. These monsters tunnel through the earth, burrowing
Darkvision and can see invisible objects. up from the ground to feed on surface-dwelling creatures.
A pseudodragon is highly magic resistant, getting a +8 bonus to all They attack by biting and stinging with their tails. On a bite attack roll
Saving Throws against magical effects. and can transmit this magic of a natural 20 a creature of man-size or smaller will be swallowed
resistance to its human companion via physical contact. whole, taking 3-18 (3d6) points of damage each round thereafter.

CHAPTER 6: MONSTERS 127


Those stung by the tail must make a DC 17 Constitution Saving Throw Normal Giant
or die. Armor Class: 11 13
Note that if encountered underground, the size of underground Hit Dice: ¼ ½
tunnels may prevent a purple worm from using one or both of its Check Bonus: 0 0
attacks. Move: 30’, 10’ swim 40’, 20’ swim
No. Appearing: 5-50 (2-20) 3-18 (3-30)
Rakshasa* Morale Score: 8 12
Treasure Type: L C
Armor Class: 24 No. Appearing: 1-4 (1-4) Alignment: Neutral Neutral
Hit Dice: 7+1** Morale Score: 18
Check Bonus: 3 Treasure Type: F Attacks: 1 bite per pack 1 bite
Move: 50’ Alignment: Chaotic Damage: 1-6 1-3
Special Attacks: Disease Disease
Attacks: 2 claws, 1 bite, 1-3, 1-3, 2-5 Special Defenses: Nil Nil
Special Attacks: Spell use
Special Defenses: See text, weapon immunity Normal Rats: Normal rats may be from 6” to 2’ long and have gray or
brown fur. They attack in “packs” of 5 to 10. If there are more than 10
Rakshasas are a race of rats, they will attack several creatures as packs of 10 or less. A pack
malevolent spirits encased in will only attack one creature at a time, but may bite for 1-6 points of
flesh that hunt and torment damage.
humanity. No one knows where Rats will climb all over the creature they are attacking, and the victim
these creatures originate; some must make a DC 10 Strength check or be knocked prone by them.
say they are the embodiment
of nightmares. Giant Rats: Giant rats are 3’ long or more, and have gray or black fur.
Rakshasas stand 6 to 7 feet tall They are often found in the dark corners of dungeon rooms and in
and weigh between 250 and areas where undead monsters lurk.
300 pounds. They have no Giant rats avoid attacking strong parties unless driven by hunger or
uniform appearance but commanded by creatures such as vampires and wererats. Giant rats
appear as humanoid creatures are fearful of fire and flee from it except if driven by hunger or magic.
with the bodily features of They are excellent swimmers and can attack in water as well as on
various beasts (most commonly land.
tigers and apes). Hands whose
palms curve backward, away Remorhaz
from the body, seem to be
common. Rakshasas of the Armor Class: 18 No. Appearing: 1 (1)
highest standing sometimes Hit Dice: 10** Morale Score: 13
have several heads. All Check Bonus: 5 Treasure Type: F
rakshasas wear human clothing Move: 30’, 10’ burrow Alignment: Neutral
of the highest quality. Attacks: 1 bite, 5-30
Rakshasas savor fresh human meat and use illusions to get it. They have Special Attacks: Swallow whole, heat damage, melt metal
a limited form of ESP which allows them to disguise themselves as Special Defenses: Immune to fire and cold damage
someone the victim trusts (DC 14 Intelligence Saving Throw to see
through this illusion). The rakshasa uses this illusion as a lure and strikes Remorhaz, sometimes known
when the victim is most unprepared. The rakshasa must drop the as polar worms, inhabit only
illusion when it attacks. chill arctic wastes. They are
very aggressive predators
Normally rakshasas can have the magical abilities of a 7th level magic- that devour any animal
user. They may also cast three 1st level cleric spells each day (caster matter, including demi-
level 7). humans, humans, and
Rakshasas are immune to all spells lower than 8th level. An attacker humanoids; they have even
needs at least a +1 magical weapon to harm a rakshasa. However, a been known to attack frost
hit by a Blessed crossbow bolt kills a rakshasa instantly. giants.
A remorhaz has a segmented
Rats body with a winged head
Rats will eat almost anything, and and neck, standing on
some rats carry diseases. Any dozens of chitinous legs.
creature bitten by a pack of rats Remorhaz have an ice blue
has a chance per attack of color everywhere except on
catching a debilitating disease; a their backs, where a streak of
successful DC 11 Constitution white sets off the many
Saving Throw prevents those bitten protrusions located there.
from catching the disease. This
disease sickens the afflicted In combat the remorhaz beats its small wings, raising up the front
creature until cured or until 1 quarter of its body. It then snaps itself forward, striking with blinding
month passes. Sickened creatures speed. They are able to swallow prey whole on an unmodified attack
suffer a -2 penalty to Strength and roll of 20, unless the target makes a DC 15 Dexterity Saving Throw to
Dexterity checks, as well as attack avoid this deadly attack.
and damage rolls, and take a -2 Any victim swallowed is killed instantly by the intense heat inside the
penalty to their Armor Class. The creature. When aroused, the remorhaz secretes a substance that
Movement Rate of sickened causes its intestines to become very hot and its back protrusions glow
creatures is reduced by half. cherry red from excess heat. Any nonmagical weapon melts from
Rats usually avoid humans and will not attack unless summoned {by a contact with its back, and any creature touched by these surfaces
wererat, for example) or defending their lair. Rats are good swimmers suffers 10d6 points of fire damage.
and may attack without penalty while in water. They are afraid of fire, Remorhaz are slower than most polar dwellers, so they prefer to burrow
and will run from it unless forced to fight by their leader (the creature into the snow and surface when they hear prey nearby, hoping to
summoning them). achieve surprise. They get a +4 bonus to Dexterity (Stealth) checks.

CHAPTER 6: MONSTERS 128


Rhinoceros Rock Baboon
Normal Woolly
Armor Class: 15 16 Armor Class: 14 No. Appearing: 2-12 (5-30)
Hit Dice: 6 8 Hit Dice: 2 Morale Score: 12
Check Bonus: 3 4 Check Bonus: 1 Treasure Type: U
Move: 40’ 40’ Move: 40’ Alignment: Neutral
No. Appearing: 0 (1-12) 0 (1-8) Attacks: 1 weapon, 1 bite, by weapon, 1-3
Morale Score: 9 9 Special Attacks: Nil
Treasure Type: Nil Nil Special Defenses: Nil
Alignment: Neutral Neutral
Rock baboons are larger versions of normal baboons, and are more
Attacks: 1 butt or trample 1 butt or trample intelligent. They will eat anything, but prefer meat. They do not make
Damage: 2-8 or 2-16 2-12 or 2-24 tools or weapons but will pick up bones, rocks, or branches to use as
Special Attacks: Stampede Stampede clubs (1d6 damage).
Special Defenses: Nil Resistant to cold

Though unintelligent plant eaters, rhinoceri can be very dangerous. If


threatened, surprised, or charged, they will stampede in a random
direction, goring all in their path for double damage on the first attack.
Woolly Rhinos: These large rhinoceri are covered with long white hair.
Woolly rhinos travel in small herds across tundra and plains, usually In
“lost world” areas. They take only ½ damage from cold attacks.

Robber Fly

Armor Class: 14 No. Appearing: 1-6 (2-12)


Hit Dice: 2 Morale Score: 12
Check Bonus: 1 Treasure Type: U
Move: 30’, 60’ flight Alignment: Neutral

Attacks: 1 bite, 1-8


Special Attacks: Surprise attack
Special Defenses: See text Rock baboons form packs, each led by a dominant male. They are
Robber flies are 3’ long giant flies colored with black and yellow stripes. ferocious and have vicious tempers. They do not speak a true
At a distance they look like killer bees. They are not harmed by the language, but use simple screams to communicate warnings and
poison of killer bees, which are their main source of food. needs.

Robber flies are patient hunters. They often hide in shadows and wait Roper
for prey, getting a +6 bonus to all Dexterity (Stealth) checks made to
surprise others. Robber flies are meat eaters and have been known to Armor Class: 20 No. Appearing: 1-3 (1-3)
attack humans. Hit Dice: 10* Morale Score: 18
Check Bonus: 5 Treasure Type: See text
Rocs (Giant Eagles) Move: 10’ Alignment: Chaotic
Small Roc Large Roc Huge Roc
Armor Class: 16 18 20 Attacks: 1 bite, 5-20
Hit Dice: 6 12 36 Special Attacks: Grappling strands, poison
Check Bonus: 3 6 18 Special Defenses: Immune to lightning, resistant to cold
Move: 20’, 160’ flight 20’, 160’ flight 20’, 160’ flight (half damage)
No. Appearing: 0 (1-12) 0 (1-8) 0 (1)
Morale Score: 12 14 16
Treasure Type: I I I
Alignment: Lawful Lawful Lawful

Attacks: 2 claws, 1 bite 2 claws, 1 bite 2 claws, 1 bite


Damage: 2-5, 2-5, 2-12 1-8, 1-8, 2-20 3-18, 3-18, 8-48
Special Attacks: Nil Nil Nil
Special Defenses: Keen senses Keen senses Keen senses

Rocs are huge birds of prey that


are also called giant eagles.
They are Lawful and are often
hostile towards Chaotic
creatures.
Rocs prefer solitude and will swoop to attack
any intruders unless carefully approached. All
rocs have keen eyesight that grants them a +6
bonus (which is added to their Check Bonus)
when making Wisdom (Perception) checks A roper resembles a rocky outcropping. The creature’s hide is yellowish
based on sight. gray and rough, and its body very malleable. They are usually pillarlike
in shape, 9 feet tall, about 3 feet in diameter at the base, and about
Roc nests are found in the highest mountains and
1 foot in diameter at the top.
50% of the time will contain 1-6 eggs or young.
Rocs never check morale if encountered in their The roper has a single yellow eye, and a maw ringed with sharp teeth.
lair. If hatched or captured as chicks, young rocs Halfway up its body are small bumps which are the sources of the
can be trained. strands it fires at opponents (see below).
A roper can stand upright to resemble a stalagmite, lie on the ground
to imitate a boulder, or even flatten itself to look like a lump on a
cavern floor. They can change color a little, enough to blend into

CHAPTER 6: MONSTERS 129


rocky backgrounds. A DC 17 Wisdom (Perception) check is needed to armor or weapons touching it to immediately rust, so that they are
spot that something is amiss. unusable and worthless.
Ropers attack by shooting strong, sticky strands at opponents. They Each time magical weapons and armor are struck they must make a
can shoot a total of six strands, one per round, as far as 50 feet; each DC 13 “Saving Throw” or lose 1 point of magical bonus. Magical
strand can pull up to 750 pounds. Each time a strand grabs a creature weapons get a +1 bonus to this “Saving Throw” for each point of
(it requires a DC 17 Strength check to avoid being grabbed), the magical bonus.
victim must make a successful (DC 15) Constitution Saving Throw A rust monster is attracted by the smell of metal. It eats the rust created
against poison or temporarily lose 2 points of Strength. Strength loss is by its attacks.
cumulative for multiple hits and lasts for 4d10 minutes.
If a roper’s prey cannot break free, it is pulled 10 feet closer per round; Sahuagin
when it reaches the roper, the creature bites the victim for 5d4 points
of damage (automatic hit against a victim held by a strand). Armor Class: 15 No. Appearing: 2-8 (20-80)
Hit Dice: 2+2 Morale Score: 13
A strand can be pulled off or broken by a character who makes a DC Check Bonus: 1 Treasure Type: U (H)
17 Strength check. A strand can also be cut; it is AC 20, and it must Move: 40’, 60’ swim Alignment: Chaotic
take at least 6 points damage from a single hit of a slashing weapon
to be severed. Attacks: 2 claws, 1 bite or 1 by weapon, 1-2, 1-2, 1-4 or
by weapon
Ropers are unaffected by lightning and take only half damage from
Special Attacks: Net
cold-based attacks. They have a -4 penalty to Saving Throws against
Special Defenses: Nil
fire.

Rot Grub

Armor Class: 10 No. Appearing: 5-20


Hit Dice: ¼* Morale Score: 6
Check Bonus: 0 Treasure Type: Nil
Move: 5’ Alignment: Neutral

Attacks: See text


Special Attacks: See text
Special Defenses: Nil

Sahuagin are a vicious, predatory race of fish-men that live in warm


coastal waters. They are highly organized and greatly enjoy raiding
shore communities for food and sport.
Typical sahuagin are blackish green on their backs, shading to green
Rot grubs are occasionally found in heaps of offal or dung. They are on their bellies, with black fins. Their great, staring eyes are deep,
rarely found in ceilings, walls, or floors. These small creatures will shining black. They have scaly skin, with webbed fingers and toes, and
viciously burrow into any living flesh which touches them, for they mouths are filled with sharp fangs. The eyes and ears of these monsters
greatly enjoy such fare to dine upon. The victim must immediately are particularly keen: +5 to Wisdom (Perception) checks. Sahuagin
apply flame to the wound (1-6 Hit Points damage per application) or speak their own tongue.
have a Cure Disease spell cast upon him or her. Otherwise, the rot
grubs will burrow to the heart and kill their host in 10 to 30 minutes. Though they wear no armor, their scales are tough. Sahuagin wear a
harness to carry their personal gear and weapons. A group of these
Rust Monster creatures is typically armed as follows:
20% Crossbow & dagger
Armor Class: 18 No. Appearing: 1-4 (1-4)
30% Spear & dagger
Hit Dice: 5 Morale Score: 11
50% Trident, net & dagger
Check Bonus: 2 Treasure Type: Nil
Move: 40’ Alignment: Neutral The crossbows have a close range of 10’ underwater and normal
ranges on the surface. Nets are used to snare up to 3 Medium-sized
Attacks: See text creatures, and may be used against foes that are up to 10’ away (and
Special Attacks: Rust metal within a 5’ radius circle). If thrown at one or more opponents, those
Special Defenses: Nil opponents may make a DC 12 Dexterity Saving Throw to dodge the
net. Nets are set with dozens of hooks that make escape virtually
impossible for unarmored victims or creatures not able to grasp and
tear (DC 16 Strength check to tear free, those without gauntlets or
similar protection suffer 1d4 damage each time they make this
attempt).
Sahuagin are well-equipped to attack even without weapons, for their
webbed hands each end in long, sharp claws that can inflict 1-2 points
of damage per attack. The sharp teeth of the sahuagin cause 1d4
points of damage if a bite is scored on a victim.
A band of sahuagin is always led by a chieftain. He has one lieutenant
for every ten members of the group. The chieftain has 4+4 Hit Dice,
and his lieutenants have 3+3 Hit Dice. All are in addition to the normal
A rust monster has a body like a giant armadillo with a long tail, and 2
sahuagin in the group.
long front “feelers” (antennae). If a character hits a rust monster, or if
a rust monster hits a character with its antenna, it will cause any metal

CHAPTER 6: MONSTERS 130


Salamanders* human head is surmounted by two sharp horns that poke through the
Flame Salamander* Frost Salamander* satyr’s coarse, curly hair. The skin of the upper body ranges from tan
Armor Class: 16 16 to light brown. A satyr’s hair is medium, reddish, or dark brown. The
Hit Dice: 8* 12* horns and hooves are black.
Check Bonus: 4 6 Satyrs have their own tongue
Move: 40’ 40’ and can speak Sylvan, Elvish,
No. Appearing: 2-5 (2-8) 1-3 (1-3) and Common. Satyrs living
Morale Score: 13 16 near centaurs are 80% likely
Treasure Type: F E to be friendly with them and
Alignment: Chaotic Chaotic speak their language.
Attacks: 1 tail bash, 1 4 claws, 1 bite Satyrs have keen senses and
weapon get a +4 bonus to all Wisdom
Damage: 2-12, 1-6 1-6 (x4), 2-12 (Perception) checks. They
Special Attacks: Heat damage Cold damage can be almost silent, and
Special Defenses: Immune to fire, Immune to cold, can blend with foliage so as
weapon immunity, weapon immunity to be nearly undetectable,
see text giving them a +4 bonus to
Dexterity (Stealth) checks.
Flame Salamanders: These
salamanders are natives of the A satyr attacks by butting
Elemental Plane of Fire, and with its sharp horns. Some
thrive in hot places. (20%) use magical weapons,
especially long or short
The head and torso of a
swords, daggers, or short
salamander is copper-colored
bows. These have a +1
and has a human-like
bonus. Before resorting to
appearance. Most of the time
combat, a satyr often plays
(80%), this aspect is a male, with
a tune on its pipes, an
flaming beard and moustache.
instrument only a satyr can
The female version has flowing,
use properly. Using these
fiery red hair. Both aspects have
pipes, the satyr can cast
glowing yellow eyes that
Charm Person, Sleep, or Cause Fear, affecting all within 60 feet, unless
sometimes switch to fluorescent
they make a successful (DC 14) Charisma Saving Throw.
green.
The effects of the piping lasts 1d6 hours or until dispelled. Any creature
The lower torso is that of a large
that saves against this piping is not affected by additional music from
snake, with orange coloring
the same pipes in that encounter.
shading to dull red at the tail end.
The entire body is covered with
Scorpion, Giant
wispy appendages that appear
to burn but are never consumed. Armor Class: 18 No. Appearing: 1-6 (1-6)
A salamander typically attacks Hit Dice: 4* Morale Score: 16
with its metal spear, which inflicts Check Bonus: 2 Treasure Type: V
1d6 points of damage plus a like Move: 50’ Alignment: Neutral
amount for the spear’s heat. At the same time, it can lash out at an Attacks: 2 claws, 1 sting, 1-10, 1-10, 1-4 plus poison
opponent with its snake-like tail, for 2d6 points of damage, plus an Special Attacks: Poison
additional 1d6 points of damage from the heat of its body. Special Defenses: Nil
Salamanders can be affected only by magical weaponry. They are
impervious to all fire-based attacks. Sleep and Charm spells are
ineffective against them. Cold-based attacks cause an additional 1
point of damage per die of damage.

Frost Salamanders: A frost salamander looks like a giant lizard with 6


legs. Its scales are white or blue-white in color. They live in frozen
wastelands, glaciers, and icy tundras.
When it fights, it rears up and strikes with the front four legs as well as
fangs. All creatures within 20’ will take an additional 1-8 points of
damage each round from the extreme cold the monster radiates.
Frost salamanders are immune to all cold-based attacks. Fire and A giant scorpion is the size of a small horse and will usually attack on
heat-based attacks cause an additional 1 point of damage per die of sight. It fights by grasping opponents with its claws and stinging the
damage. immobilized foe. If a claw hits, the stinger attacks at + 2. Anyone struck
Frost and flame salamanders hate each other, and will attack one by the stinger must make a DC 12 Constitution Saving Throw against
another on sight. poison or die. Giant scorpions live in deserts, caves, and ruins.

Satyr Sea Dragon

Armor Class: 15 No. Appearing: 0 (2-8) Armor Class: 19 No. Appearing: 0 (1-4)
Hit Dice: 5* Morale Score: 16 Hit Dice: 8* Morale Score: 13
Check Bonus: 2 Treasure Type: S, V Check Bonus: 4 Treasure Type: H
Move: 50’ Alignment: Neutral Move: 60’ swim or fly Alignment: Neutral

Attacks: Horns or by weapon, 2-8 or by weapon Attacks: 1 bite or 1 spit, 3-24 or see text
Special Attacks: Spell use (see text) Special Attacks: Poison spit
Special Defenses: Spell use (see text) Special Defenses: Nil

Also called fauns, satyrs are a pleasure-loving race of half-human, half- Sea dragons are intelligent and usually green in color with a bright
goat creatures. They symbolize nature’s carefree ways. Satyrs have yellow-green crest. Sea dragons have a 20% chance of talking and
the torso, head, and arms of a man, and the hind legs of a goat. The being spell casters, with three 1st level and three 2nd level spells.

CHAPTER 6: MONSTERS 131


Their breath weapon is a 20’ diameter glob of poison that they can constricting grasp on small ships can crush them in 10 rounds. Sea
spit up to 100’, three times per day (50% chance to use). Those struck snakes attack ships only when they are hungry (20% chance).
must make a DC 14 Constitution Saving Throw or die. Their bite is not Their poisonous bite is deadly unless a DC 15 Constitution Saving throw
poisonous. is made. Sea snakes are fully capable of diving to great depths, and
The statistics given are for an average-sized sea dragon. Younger their nostrils (on the top of their snouts) have membranes that
dragons, as with other dragons, are smaller and have acquired less automatically seal them underwater.
treasure; older sea dragons are larger and have acquired more. If it coils around a creature, the serpent deals 3-18 points of damage
Dragons generally range in size from 3 Hit Dice smaller to 3 Hit Dice until slain, it releases its prey, or until the prey breaks free (requiring a
larger than average. DC 17 Strength check).
Sea dragons have fin-like wings which enable them to glide above the From time to time giant sea snakes gather in huge floating masses of
water for up to 1 minute (much like “flying fish”). They live in caves or hundreds or thousands of snakes. These may be mating rituals or they
sunken ships at the bottom of the ocean, and may attack passing may be seasonal migrations; the actual reason is unknown.
ships for food and treasure.
Shadow*
Sea Lion
Armor Class: 13 No. Appearing: 1-8 (1-12)
Armor Class: 15 No. Appearing: 0 (3-12) Hit Dice: 3+3* Morale Score: 18
Hit Dice: 6 Morale Score: 14 Check Bonus: 1 Treasure Type: F
Check Bonus: 3 Treasure Type: B Move: 30’ Alignment: Chaotic
Move: 60’ swim Alignment: Neutral
Attacks: 1 claw, 1-4 plus Strength drain
Attacks: 2 claws, 1 bite Special Attacks: Energy drain
Special Attacks: Nil Special Defenses: Incorporeal, shadowy form, undead immunities,
Special Defenses: Nil weapon immunities
Shadows are incorporeal (ghost-like)
intelligent creatures. They can only be
harmed by magical weapons. They look
like real shadows and can alter their shape
slightly.
Shadows are virtually undetectable in all
but bright light, getting a +8 bonus to
Dexterity (Stealth) checks, as they normally
appear to be nothing more than their
Sea lions are fearsome carnivores that inhabit coastal marine waters. name would suggest. In bright light they
They hunt in packs and emit loud bellowing roars even underwater. can be clearly seen.

As they often drag prey to their lair, there is sometimes a residue of If a shadow scores a hit, it will drain
valuable items there. They attack with their clawed forelimbs and their 1 point of Strength in addition to
jaws. Young sea lions can be tamed and trained for use in guarding doing normal damage (1d4 points),
and hunting. unless a DC 13 Constitution Saving
Throw is made. This weakness will last
Sea Serpents for 1 day.
Lesser Giant Any creature whose Strength is
Armor Class: 15 15 reduced to 0 or less are slain and will
Hit Dice: 6* 10* become a shadow.
Check Bonus: 3 5
Move: 50’ swim 60’ swim Shadow Demon*
No. Appearing: 0 (2-12) 0 (1-8)
Morale Score: 12 13 Armor Class: 15, see text
Treasure Type: Nil Nil Hit Dice: 7+3*
Alignment: Neutral Neutral Check Bonus: 3
Move: 40’, 40’ flight
Attacks: 1 bite 1 bite No. Appearing: 1 (1)
Damage: 2-12 3-18 Morale Score: 18
Special Attacks: Constrict Constrict, poison Treasure Type: Nil
Special Defenses: Nil Nil Alignment: Chaotic

Attacks: 2 claws, 1 bite, 1-6,


1-6, 1-8
Special Attacks: Spell use
Special Defenses: Incorporeal, shadowy
form, weapon
immunities, see text
The shadow demon looks like a tall,
slender humanoid with small bat-like
Lesser Sea Serpent: A sea serpent resembles a long (20’-30’) giant wings and a body composed of
snake with many fins. A sea serpent may attack a sea craft its own size darkness. Both the long fingers and
or smaller by looping around the boat and squeezing (for 1-10 points slender toes of the creature end in
of hull damage per round). Its normal attack is a bite, and it can lunge terrible claws that inflict gaping
up to 20’ out of the water when biting creatures on the surface. wounds on enemies.
If it coils around a creature, the serpent deals 2-12 points of damage Like shadows, shadow demons are virtually undetectable in all but
until slain, it releases its prey, or until the prey breaks free (requiring a bright light, getting a +8 bonus to Dexterity (Stealth) checks. They strike
DC 15 Strength check). with two claws (1d6 damage each) and a bite (1d8 damage.)
Giant Sea Snake: Found only in tropical waters, the giant sea snake is Shadow demons can he turned by cleric.
the only type of snake that is both constricting and poisonous. Its

CHAPTER 6: MONSTERS 132


In combat, the power of the creature depends on the lighting in the Sharks
area. In brightly lit or completely dark areas, the show demon has an Sharks are vicious predators. They have little intelligence and are
Armor Class of 15 and attacks normally. In shadowy or dimly lit areas, unpredictable. They are attracted to the scent of blood within 300’
the shadow demon gains +2 on all attack rolls and Armor Class. and it will drive them into a feeding frenzy (no morale checks
Regardless of lighting, the shadow fiend is immune to damage from required). They attack by making long, curving passes. Sharks are
fire, cold, and lightning. A Light spell cast directly upon the creature found in salt water.
inflicts 1d6 points of damage per level of the caster. Bull Great White Mako
Once per day the shadow fiend can cast a Darkness and Cause Fear Armor Class: 16 16 16
(DC 13). Once per week, it can cast a Magic Jar spell (DC 14) at a Hit Dice: 2 8 4
single target, provided that it has a suitable receptacle for the victim Check Bonus: 1 4 2
at hand. If the victim of the Magic Jar attack makes its Saving Throw, Move: 40’ swim 40’ swim 40’ swim
the shadow fiend is stunned for 1d3 rounds. No. Appearing: 0 (3-18) 0 (1-4) 0 (2-12)
Morale Score: 11 11 11
Shambling Mound Treasure Type: Nil Nil Nil
Alignment: Neutral Neutral Neutral
Armor Class: 20 No. Appearing: 0 (1-3)
Hit Dice: 10* Morale Score: 18 Attacks: 1 bite 1 bite 1 bite
Check Bonus: 5 Treasure Type: B Damage: 2-8 2-20 2-12
Move: 20’ Alignment: Neutral Special Attacks: Nil Nil Nil
Special Defenses: Nil Nil Nil
Attacks: 2 arm bashes, 2-16, 2-16
Special Attacks: Suffocation Bull Shark: These are 8’ long and brown in color. Bull sharks will ram their
Special Defenses: See text prey first to stun it, and then attack the helpless prey the next round.
Great White Shark: These are 30’ long or larger and grey with a white
Shambling Mounds, or
underside. They have been known to destroy small boats.
shamblers, appear to be
heaps of rotting vegetation. Mako Shark: These are 15’ long and blue-gray or tan in color. Mako
sharks are extremely unpredictable, ignoring swimmers one moment,
They are, in actuality, an
and then, for no apparent reason, attacking.
intelligent form of plant life,
with a roughly humanoid
Shrew, Giant
shape, and a brain-like
control center in its “chest” Armor Class: 16 No. Appearing: 1-4 (1-8)
area. A shambler has a 6 foot Hit Dice: 1* Morale Score: 16
girth on its lower half, tapering Check Bonus: 0 Treasure Type: Nil
to about 2 feet at its “head.” Move: 60’, 20’ burrow Alignment: Neutral
Shambling mounds are found Attacks: 2 bites, 1-6, 1-6
only in regions of dense Special Attacks: Echolocation, +3 to initiative
rainfall and vegetation. Special Defenses: Nil
Dismal swamps, marshes, and Giant shrews look like brown-furred rats with long snouts. They usually
rain forests are their favorite hunt insects, their main source of food. Giant shrews do not like large
living areas, but some wet, open areas, and remain under ground most of the time.
subterranean places also
serve as shambler lairs. They The eyes of giant shrews are so weak that the creatures are almost
are solitary beasts, rarely living blind. They are not affected by light or the lack of it. Like bats, they use
in the same area with other very high squeaks to “see” areas and things, and can listen to the
shamblers - usually only in areas where the food source is constant, echoes so closely that they may “see” things up to 60’ away
near famous ruins, or abandoned gold mines. underground as well as a creature with normal sight. A Silence 15’
Radius spell will “blind” a giant shrew.
Shamblers are almost totally silent and invisible in their natural
surroundings, gaining a +4 bonus to all Dexterity (Stealth) checks. Giant shrews often choose one area to hunt in and will fight to defend
“their” area from other animals (including humans). They are very
A shambler often lies in a shallow bog, waiting for some creature to ferocious and will attack anything. Giant shrews are very quick,
walk onto it, then it attacks. The creatures are excellent swimmers as gaining a +3 bonus to all initiative rolls.
well, and they have been known to sneak into the camps of
unsuspecting travelers at night. Shriekers
A shambling mound attacks with huge, arm-like appendages; a victim
Armor Class: 13
hit by both arms in the same round is grappled (see page 83).
Hit Dice: 3
Entangled creatures face suffocation (see page 69) unless the
Check Bonus: 1
shambler is killed, or the victim breaks free with a successful Strength
Move: 5’
check (DC 18).
No. Appearing: 1-8 (0)
Because of the vegetation which covers its critical inner body, the Morale Score: 18
shambling mound takes only half damage from weapons. The Treasure Type: Nil
creature is immune to fire, and takes half or no damage from cold, Alignment: Neutral
depending on whether it makes its Saving Throw. Lightning actually
causes a shambler to grow, adding 1-foot to its height, as well as 1 HD Attacks: See text
and appropriate Hit Points, for each lightning-based attack used Special Attacks: Nil
against it. Special Defenses: Nil
Because of the location of its brain, the shambler cannot be killed by Shriekers look like giant mushrooms.
lopping off its head or limbs. The remaining vines along the torso join They live in underground caverns and
together to form a new extremity within one round. Only when enough move around slowly. They react to light
of the shambling mound has been hacked away, will it finally die. A (within 60’) and movement (within 30’)
wounded shambler need only rest in a damp clump of foliage to heal; by emitting a piercing shriek which lasts for 1-3 rounds. There will be a
it rises again in 12 hours, fully healed, and probably angry. 50% chance per round of a wandering monster encounter for each
round that a shrieker shrieks. The wandering monster will arrive in 2-12
(2d6) rounds.

CHAPTER 6: MONSTERS 133


organic equipment such as leather backpacks or woolen cloaks. The
acid inflicts 4d8 points of acid damage (DC 16 DEX save for ½
damage). Note that giant slugs are impervious to this acid spittle.
Giant slugs are
immensely strong
and can batter down
doors and wooden
buildings in seconds.
They have no bones
and can squeeze
through holes and
crevasses normally
impassible to much
smaller predators.

Skeleton The rasping tongue of a


giant slug enables it to
Armor Class: 13 No. Appearing: 3-12 (3-30) burrow through 1 foot of
Hit Dice: 1 Morale Score: 18 earth or 6 inches of wood
Check Bonus: 0 Treasure Type: Nil per round, making most
Move: 30’ Alignment: Chaotic standard barricades useless
against it.
Attacks: 1 weapon, by weapon
Special Attacks: Nil Because of their lack of bones and their thick, rubbery
Special Defenses: Undead immunities hides, giant slugs are not harmed by blunt weapons or
spells that cause crushing or impact damage.
Animated skeletons are undead creatures often found near Only edged and pointed weapons, or magical attacks, can harm a
graveyards, dungeons, or other deserted places. They are used as giant slug.
guards by the high level magic-user or cleric who animated them.
Skeletons will always fight until killed. Snakes
Snakes are found almost everywhere except for very hot or very cold
Slithering Tracker places. Most snakes do not usually attack unless surprised or
threatened. Many (but not all) snakes have poisonous bites.
Armor Class: 15 No. Appearing: 1 (1)
Hit Dice: 5 Morale Score: 18 Giant Rattler Pit Viper Rock Python
Check Bonus: 2 Treasure Type: C Armor Class: 15 14 14
Move: 40’ Alignment: Neutral Hit Dice: 4* 2* 5*
Check Bonus: 2 1 2
Attacks: See text Move: 40’ 30’ 30’
Special Attacks: See text No. Appearing: 1-4 (1-4) 1-8 (1-8) 1-3 (1-3)
Special Defenses: Stealth Morale Score: 12 10 12
Slithering trackers are transparent, plasma-draining jellies found in Treasure Type: U Nil U
many dungeons and other dark places. They are not invisible but are Alignment: Neutral Neutral Neutral
instead made of a transparent jelly-like material. Thus, they are almost Attacks: 2 bites 1 bite 1 bite, 1 constrict
impossible to detect normally, getting a +8 bonus to all Dexterity Damage: 1-4 plus poison 1-4 plus poison 1-8, 2-8
(Stealth) checks. Special Attacks: Poison, see text Poison, see text Constrict
The unique nature of slithering trackers gives them the distinct Special Defenses: Nil Nil Nil
advantage of being able to slip through cracks and holes as small as
a rat hole. They move completely silently across all surfaces, simply Sea Snake Spitting Cobra
oozing slowly over all bumps and turns. They prefer to attack sleeping, Armor Class: 14 13
solitary, or unconscious creatures, as their main weakness lies in the Hit Dice: 3* 1*
extended duration of their attack form. They secrete a paralyzing Check Bonus: 1 0
substance that immobilizes the victim on contact for 12 hours if a DC Move: 30’ 30’
13 Constitution Saving Throw fails. The slithering tracker then covers the No. Appearing: 1-8 (1-8) 1-6 (1-6)
entire body of its victim and slowly draws all of the plasma from the Morale Score: 10 10
creature (killing the victim in the process, of course). It can drain a Treasure Type: Nil Nil
man-sized creature in one hour (draining 1 Hit Point’s worth of plasma Alignment: Neutral Neutral
per minute).
Attacks: 1 bite 1 bite
Damage: 1 plus poison 1-3 plus poison
Slug, Giant
Special Attacks: Poison Poison, spit
Armor Class: 12 No. Appearing: 1 (1) Special Defenses: Nil Nil
Hit Dice: 12* Morale Score: 13
Giant Rattlesnake: A giant rattlesnake is a 10’ long snake with brown
Check Bonus: 6 Treasure Type: Nil
Move: 20’ Alignment: Neutral and white scales set in a diamond pattern. On its tail is a dried, scaly
rattle, which it often rattles to warn off intruders or attackers who are
Attacks: 1 bite, 1-12 too large to eat.
Special Attacks: Acid spittle (see text) They are very fast and may attack twice per round. Giant rattlesnakes
Special Defenses: See text are meat-eaters, and their bite is poisonous (DC 11 Constitution Saving
Giant slugs are huge, omnivorous mutations of the small and benign Throw or die in 1-6 turns).
garden slugs. Their highly developed mouths are capable of chewing
Pit Viper: A pit viper is a 5’ long greenish-gray poisonous snake with
flesh and well as plants, and they spit a highly corrosive acid on their
small pits in its head. These pits act as heat sensors, with a range of 60’.
food. Most giant slugs are pale gray, with dead white underbellies.
The combination of pits and superior vision make it very hard to fight a
Giant slugs can bite for 1d12 points of damage, but their main attack pit viper; it is so quick that it gets a +4 bonus to initiative and attack
form is their corrosive acid saliva. The acid is spat at a single target and rolls. Any victim bitten by a pit viper must make a DC 11 Constitution
corrodes any organic tissue (plants or animals). It will also destroy Saving Throw against poison of die in 1-6 turns.

CHAPTER 6: MONSTERS 134


Rock Python: A rock python is a 20’ long giant snake with brown and needed for the new level, and all Hit Dice and abilities associated with
yellow scales set in a spiral pattern. Its first attack is a bite. If the bite is the drained levels are lost.
successful, a rock python will attempt to coil around the victim and Example: A 9th level magic-user struck by a spectre would become 7th
constrict in the same round. This squeezing does 2d4 points of damage magic-user level with 80,000 experience points if he fails his DC 14
per round, and continues until the python is killed or the target breaks Constitution Saving Throw. He would lose access to spells and would
free (DC 12 Strength check). lose 2d4 of Hit Points.
Sea Snake: Sea snakes are snakes adapted for living in the sea. All are A character whose level is reduced to 0 is slain. A character slain by a
poisonous. They average 6’ long (for every 3 Hit Dice) in size, but can spectre will rise the next night as a spectre under the control of its
be much larger if the DM desires. They must come to the surface of slayer.
the water to breathe once an hour. Their bite is little more than a
pinprick, and will go unnoticed unless a DC 12 Wisdom (Perception) Sphinxes
check is made. The victim must make a DC 12 Constitution Saving Androsphinx Criosphinx
Throw against poison and the poison is slow-acting; taking 3-6 turns to Armor Class: 22 20
kill the poisoned creature and having no ill effect until the last minute. Hit Dice: 12* 10*
Unlike other snakes, sea snakes will attack humans for food. Check Bonus: 6 5
Move: 60’, 120’ flight 40’, 90’ flight
No. Appearing: 1 (1) 1 (1)
Morale Score: 18 18
Treasure Type: U F
Alignment: Lawful Neutral

Attacks: 2 claws 2 claws or 1 horn butt


Damage: 2-12 2-8, 2-8 or 3-18
Special Attacks: Roar Nil
Special Defenses: Nil Nil

Gynosphinx Heiracosphinx
Armor Class: 21 19
Hit Dice: 8* 9*
Check Bonus: 4 4
Move: 40’, 90’ flight 30’, 150’ flight
Spitting Cobra: A spitting cobra is a 3’ long grayish-white snake which No. Appearing: 1 (1-4) 1 (1-6)
can squirt a stream of venom up to a distance of 5 feet. It aims for its Morale Score: 18 18
victim’s eyes. If the spit hits, the victim must make a DC 12 Constitution Treasure Type: R, V E
Saving Throw against poison or be blinded. This blindness can normally Alignment: Neutral Chaotic
only be removed by a Cure Blindness spell, but the DM may wish to
invent other ways - such as eating a shrieker. Attacks: 2 claws 2 claws, 1 beak
Damage: 2-8, 2-8 2-8, 2-8, 1-10
As with most small poisonous snakes, a spitting cobra will not attack Special Attacks: Spell use Nil
human-sized or larger opponents unless startled or threatened. It can Special Defenses: Spell use Nil
either spit or bite in one round, but not both. It will usually spit. The
damage given (1-3 points) only applies to the bite; in this case, the Androsphinx: Androsphinxes are huge, winged mythological creatures
victim must make a DC 12 Constitution Saving Throw against poison or with the bodies of male lions and man-like facial features. They can
die in 1-10 (1d10) turns. speak the languages of Common and all sphinxes.
The androsphinx is the most
Spectre* powerful of the sphinxes. Its
Armor Class: 18 No. Appearing: 1-4 (1-8) huge paws can kill a
Hit Dice: 6** Morale Score: 16 normal man with just one
Check Bonus: 3 Treasure Type: E swipe. If brute force is not
Move: 50’, 80’ flight Alignment: Chaotic successful, an androsphinx
Attacks: 1 touch, 1-8 plus energy drain can cast spells as if a 6th
Special Attacks: Energy drain (2 levels) level cleric. Note that most
Special Defenses: Undead immunities, weapon immunities androsphinxes use these
spells for healing and
defense rather than
damage and attack.
The androsphinx has
another special weapon as
well - his bellowing roar. It
can roar three times per
day but must be very angry
to do so. The first time an
angry androsphinx roars, all
creatures within 100 feet
must roll successful DC 16 Charisma Saving Throws or flee in panic for
5d6 minutes.
When an already angry androsphinx is continually molested, even
The ghostly spectres are among the mightiest of the undead. They are after bellowing once, it can roar even louder, causing all creatures
incorporeal and can only be hit by magic weapons; silver weapons within 600 feet make a DC 16 Charisma Saving Throw or be paralyzed
have no effect. Like all undead, spectres are immune to disease, with fright for 1d4 rounds.
Charm and Sleep spells, fear, paralysis, and poison.
Any creature foolish enough to anger an androsphinx further will
A hit by a spectre does 1-8 (1d8) points of damage and drains 2 life unleash his third and final roar with devastating effects. All creatures
energy levels unless at DC 14 Constitution Saving Throw is made. The within 600 feet must successfully roll a DC 16 Constitution Saving Throw
result of this drain is that the creature touched loses 2 Hit Dice (levels or lose 2d4 points of Strength for 2d4 rounds. In addition to the
of experience). Experience points will drop to the lowest amount weakness effects, any Medium-sized or smaller creature within 100 feet
of the androsphinx must make a DC 16 Strength check or be knocked

CHAPTER 6: MONSTERS 135


prone. Creatures knocked prone suffer 2d6 points of damage and Spiders, Giant
must roll a successful DC 16 Strength Saving Throw or be stunned for Spiders are found in all regions except those which are frigid, and
2d6 rounds. Those failing the initial Constitution Saving Throw are also legends tell of giant, fur-clad, white spiders inhabiting polar climes. All
deafened for 2-8 days. spiders are aggressive predators. Even if not hungry, they will attack
creatures that disturb their web. They dwell both above and below
Criosphinx: Criosphinxes have the bodies of winged lions, but they ground. Many spiders have the following Special Attacks in common:
have the heads of rams. They are always male. They can speak their
own dialect of sphinx, as well as that spoken by andro/gynosphinxes
and the languages of animals.
Criosphinxes attack with their
two paws or with a head butt
with their ram’s horns.
Because they cast no spells
and are not the brightest of
sphinxes, their bargains with
other beings are limited to
“safe passage or die.” They
love treasure and lust after
gynosphinxes constantly.
Plenty of wealth, or
knowledge of the location of
a gynosphinx’s lair, is always
enough for adventurers to
avoid confrontation with criosphinxes. Poison: Those bitten by a spider must make a Constitution Saving
Throw (DC 10 + ½ of the spider’s Hit Dice) or succumb to its poison.
Gynosphinx: The gynosphinx Unless other stated, spider venom kills within 10 minutes.
is the female counterpart of Webs: A being who walks into a spider’s web must make a Strength
the androsphinx, having a check to tear loose from it (DC 10 + ½ of the spider’s Hit Dice). Those
winged lion’s body and stuck in the web cannot move, attack, or cast spells until they break
human-like facial features. free. Spiders can move along their webs without getting caught in
Gynosphinxes are not nearly them.
as powerful as andro- As many spiders as possible will attack the defenseless victim during its
sphinxes, but they are more struggle to free itself. Entangled characters can be attacked with a +2
knowledgeable, clever, and bonus to hit and lose all Armor Class adjustments due to Dexterity and
wise. Gynosphinxes speak all shields. Webs are quite flammable and will burn away in 1 round.
sphinx languages as well as
Common. Giant Huge Large
Gynosphinxes can attack Armor Class: 16 14 13
with two paws but prefer to Hit Dice: 4+4* 2+2* 1+1*
bargain with opponents. Check Bonus: 2 1 0
They help strangers only if Move: 40’ 50’ 50’
they are paid. They accept payment for services they render, or for No. Appearing: 1-4 (2-8) 1-6 (2-12) 1-10 (2-20)
knowledge and advice given, in the form of gems (preferred), jewelry, Morale Score: 13 11 8
magic, or knowledge. Knowledge that would be of special interest to Treasure Type: C J-N, Q J-N
a gynosphinx is the location of an androsphinx, but they accept fine Alignment: Chaotic Neutral Neutral
prose, poetry, lore, or a good riddle. Attacks: 1 bite 1 bite 1 bite
If anyone breaks a bargain with a gynosphinx, he or she is subject to Damage: 1-8 plus poison 1-6 plus poison 1, plus poison
attack and the gynosphinx won’t hesitate to devour the victim if it wins Special Attacks: Poison, web Poison Poison
the fight. Special Defenses: Nil Nil Nil
The gynosphinx can cast the following spells once per day: Phase Water, Giant
Clairvoyance, Comprehend Languages, Detect Invisibility, Detect Armor Class: 14 12
Magic, Dispel Magic, ESP, Legend Lore, Locate Object, Read Magic, Hit Dice: 5+5** 3+3*
and Remove Curse. It can also use each Symbol spell once per week. Check Bonus: 2 1
Move: 50’ 50’, 30’ swim
Hieracosphinx No. Appearing: 1-4 (1-4) 1-6 (2-12)
Hieracosphinxes are the Morale Score: 18 13
only evil members of their Treasure Type: E C
breed. They have the Alignment: Neutral Neutral
bodies of lions, but the
wings and head of hawks. Attacks: 1 bite 1 bite
They are always males. Damage: 1-6 plus poison 1-4 plus poison
They speak the languages Special Attacks: Phasing, poison Poison
of the other sphinxes, and Special Defenses: Phasing Nil
some (20%) also speak
Giant Spider: These monsters are web builders. They will construct their
Common.
sticky traps horizontally or vertically so as to entrap any creature which
Hieracosphinxes do not touches the web. Some will lurk above a path in order to drop upon
cast spells, much like the prey.
criosphinxes, but make up
Huge Spider: The typical huge spider is not a web builder but a roving
for their weaknesses with
hunter such as a wolf spider. It can leap 30’ upon prey and deliver its
both viciousness and
deadly bite. Others of this ilk build carefully hidden places of
tenacious evil. Their paws
concealment and rush forth upon prey, i.e., trapdoor spiders of huge
and sharp beaks are deadly in combat, and they have been known
size. Huge spiders get a +4 bonus to Dexterity (Stealth) checks made
to swoop down on victims.
to surprise others.

CHAPTER 6: MONSTERS 136


Large Spider: These creatures scuttle and scurry about - on walls, Sprite
ceilings, and floors, in and out of their webs, always searching for
victims. They are 90% likely to attack any creature within 30’. Armor Class: 15 No. Appearing: 3-18 (5-40)
Hit Dice: ½* Morale Score: 10
Phase Spider: Although these monsters appear to be nothing more Check Bonus: 0 Treasure Type: S
than very great spiders, they are something quite beyond this. When Move: 20’, 60’ flight Alignment: Neutral
attacking or being attacked, the phase spider is able to shift out of Attacks: 1 tiny weapon, see text
phase with its surroundings, bringing itself back only when it is ready to Special Attacks: Poisoned arrows, spell use (see text)
deliver its poisonous bite. If the attacker is capable of striking ethereal Special Defenses: Spell use (see text)
creatures, the spider only gains a +2 bonus to Armor Class due to the
partial invisibility provided by phasing. The spider gains no Armor Class Sprites are small,
bonus when attacked by opponents who can see invisible creatures winged people about
and strike ethereal foes. 1 foot tall related to
Physical attacks, including spells, against the spider have a 50% pixies and elves. While
chance of automatically missing because it phases at random shy, they are very
between the Material Plane and the Ethereal Plane. It looks as though curious and have a
the spider is winking in and out of reality very quickly and at random. strange sense of
humor.
A Phase Door spell will cause one to remain in phase for 7 melee
rounds. The spider can attack ethereal foes without difficulty. Phase Five sprites acting
spiders will seek to evade encounters which are unfavorable. together can cast one
Curse spell. This will
take the form of a
magical practical
joke, such as tripping
or having one’s nose
grow. The exact effect
of the spell is up to the
DM’s imagination.
Sprites will never cause
death on purpose
even if they are
attacked.
They fight with long, slim swords that do 1d3 damage, or with tiny bows.
Bows have a close range of 20 feet and deal 1d3 points of piercing
damage. The tips of their arrows are coated with a special ointment
concocted by the sprites. Any creature struck by the drugged arrows,
regardless of level, race must make a DC 13 Constitution Saving Throw
against poison or fall into a deep sleep lasting 1d6 hours. Normally
sprites do nothing more than take their victims to safe a place very far
away (often confiscating their weapons in the process). Evil creatures
may be left in unsafe locations.

Squid, Giant

Armor Class: 13 No. Appearing: 0 (1-4)


Hit Dice: 6 Morale Score: 10 (13)
Check Bonus: 3 Treasure Type: V
Move: 40’ swim Alignment: Neutral

Attacks: 8 tentacles, 1 bite, 1-4 (x10), 1-10


Special Attacks: Grapple
Special Defenses: Ink

A giant squid dwells only in deep sea, rising to the surface only to hunt.
A giant squid will sometimes (25%) wrap its two greater tentacles
about a boat and squeeze, doing 1-10 points of damage to the boat’s
hull, while the beak does 2 points per round after the tentacles
grapple.
Giant squids often (75%) attempt to snatch seamen from the decks of
Water, Giant, Spider: Fresh water dwellers, giant water spiders are
passing ships and pull them to their lair below to be devoured. The
found only in large lakes. They build great nests of air amidst
eight lesser tentacles do constriction damage after they hit. The lesser
underwater vegetation. These spiders are able to run along the
tentacles be severed with a single blow that does 6 or more points,
bottom or up and down vegetable or mineral surfaces underwater.
while the greater tentacles can be severed with a blow that causes
They snatch passing prey, deliver a poisonous bite, and bring the
10 or more points of damage. A DC 15 Strength check can be made
victim to their lair to be drained at leisure. A clever airlock allows free
to break free from a squid’s grapple (+2 to the DC per two tentacles
passage without loss of vital air. On occasion such water creatures as
grappling the creature).
nixies will be on friendly terms with giant water spiders, for they are
semi-intelligent and can be approached with offerings of food. If its morale fails, the squid can flee at triple speed and will leave great
clouds of ink that completely obscures a 30’ radius cloud. This may be
Abandoned water spider lairs are excellent places of refuge for air-
done twice per day.
breathers. A rare species of water spiders, twice the size of those
discussed here, are found in salt water. A giant squid can even be double or triple normal size, with
corresponding increases in Hit Dice.

CHAPTER 6: MONSTERS 137


Stags prefer sub-tropical conditions. They are usually found only in “lost
Stags are herbivores found in temperate forests and meadowlands. world” areas.
They are the aggressive males of a deer herd which numbers 4-8 times
the number of stags encountered. These creatures will defend the Stirge
herd against all but the most fearsome opponents. A stag can attack
with its branching antlers or by lashing out with its sharp forehooves. Armor Class: 13 No. Appearing: 1-10 (3-36)
Hit Dice: 1* Morale Score: 13
Check Bonus: 0 Treasure Type: L
Move: 10’, 60’ flight Alignment: Neutral

Attacks: 1 beak, 1-3 plus blood drain


Special Attacks: Blood drain, +2 to all attack rolls
Special Defenses: +2 to all Constitution Saving Throws

A stirge is a birdlike creature with a long proboscis, looking rather like


a very small, feathered anteater. When a stirge attacks a creature, it
tries to thrust its beak into the victim’s body to suck out blood for 1-3
points of damage. A flying stirge gains a bonus of + 2 bonus to all
attack rolls due to its speed.

A successful hit means that it has attached itself to the victim. If


attached, it will automatically suck blood for 1-3 points of damage per
round until it is killed, its victim is dead, or it drinks 30 Hit Points worth of
blood. If full, it will fly off.
Stag Stag, Giant
Sylph
Armor Class: 13 13
Hit Dice: 3 6 Armor Class: 11 No. Appearing: 0 (1)
Check Bonus: 1 3 Hit Dice: 3* Morale Score: 11
Move: 80’ 70’ Check Bonus: 1 Treasure Type: Q (x10), X
No. Appearing: 0 (1-4) 0 (1-2) Move: 40’, 120’ flight Alignment: Neutral
Morale Score: 13 13
Treasure Type: Nil Nil Attacks: 1 weapon, by weapon
Alignment: Neutral Neutral Special Attacks: Conjure air elemental, spell use
Special Defenses: Spell use
Attacks: 1 gore or 2 hooves 1 gore or 2 hooves
Damage: 2-8 or 1-3, 1-3 4-16 or 1-6, 1-6 Sylphs are beautiful,
Special Attacks: Nil Nil winged creatures similar to
Special Defenses: Nil Nil nymphs. Sylphs, however,
dwell primarily in aerial
Giant Stag: These creatures are simply very large stags. They otherwise places. They are fond of
conform to the general characteristics of stags. A typical giant stag is flitting about, and it is not
7’ tall at the shoulder and weighs over 1,500 pounds. likely that they will be
encountered near the
Stegosaur place where they dwell.
Armor Class: 17 No. Appearing: 0 (1-4) Sylphs sometimes (20%)
Hit Dice: 11 Morale Score: 11 befriend others, aiding
Check Bonus: 5 Treasure Type: Nil them in some way.
Move: 30’ Alignment: Neutral A sylph has magical ability
Attacks: 1 spiked tail or trample, 2-16 or 2-16 of a 7th level magic-user in
Special Attacks: Nil addition to the abilities of
Special Defenses: Nil invisibility at will and the
ability to conjure an air
These squat dinosaurs have hard upright plates of bone along their elemental once per week.
backs and 4 long spikes on the end of their tails. They will swing their Sylphs speak their own and
tail at anything that menaces them. Stegosaurs are herbivores and the Common tongue.

CHAPTER 6: MONSTERS 138


Tasloi Fresh Water Salt Water Swamp
Armor Class: 14 15 16
Armor Class: 14 No. Appearing: 3-30 (10-100) Hit Dice: 2+1 4 1+1
Hit Dice: 1 Morale Score: 10 Check Bonus: 1 2 0
Check Bonus: 0 Treasure Type: Q (x5) Move: 40’ 60’ 30’
Move: 30’ Alignment: Chaotic No. Appearing: 0 (1-3) 0 (2-7) 0 (1-4)
Attacks: 2 claws or 1 weapon, 1-3, 1-3 or by weapon Morale Score: 12 16 14
Special Attacks: Stealth Treasure Type: Nil Nil Nil
Special Defenses: Stealth Alignment: Neutral Neutral Neutral

Tasloi are long-legged, flat-headed humanoids. They walk in a Attacks: 1 bite 1 bite 1 bite
crouching posture, touching their knuckles to the ground from time to Damage: 1-4 1-6 1-3
time. Their skins are a lustrous green and are thinly covered with coarse Special Attacks: Poison spray Poison spray Poison spray
black hair. Their eyes are like a cat’s and are gold in color. Special Defenses: Ink cloud Ink cloud Ink cloud

Often, they can be heard at night, speaking in their high, whispery Water termites vary from about 1’ to 5’ in length, the largest being
voices. Tasloi speak their own tongue and can also speak the found in ocean waters. All are shaped like normal termites except for
languages of monkeys and apes. About 5% of their kind have learned an elastic body sack which can intake and expel water. When the
a pidgin Common that they use when trading. body sack is completely expanded, the water termite looks like a large
balloon with a small insect-like head attached at the front of the body.
These termites jet about under water much like squids.

When frightened above water, the water termite will release an


irritating spray at one target. A creature hit by this spray must make a
Constitution Saving Throw against poison or be stunned for 1 turn. The
DC of this save equals 10+ ½ of the termite’s Hit Dice. If frightened
under water, it will produce a black ink to obscure the vision of its
attackers. These defense mechanisms can be used once per turn. If
backed into a corner, the water termite will attempt to bite its
attacker.
The real terror of these creatures is the possible destruction they can
cause to boats and ships. Water termites will cling to passing vessels
and move about the bottom to find a good place to begin eating
away at the wood. Once attached, each termite will do 1-3 points of
hull damage to the ship or boat and then will drop off, having eaten
its fill. Check for sinking (see page 19) after the water termites have
begun to damage the vessel. Once a water termite damages a boat
or ship, there is a 50% chance each round that someone will notice
water leaking into the vessel.

Thoul
Tasloi like to hide in treetops and drop down on the weak and unwary,
Armor Class: 14 No. Appearing: 1-6 (1-10)
and get a +4 bonus to all Dexterity (Stealth) checks. They are quick
Hit Dice: 4** Morale Score: 16
and nimble in the trees, but slow and clumsy on the ground. Their
Check Bonus: 2 Treasure Type: C
Darkvision enables them to see up to 90 feet in darkness, but they hate
Move: 40’ Alignment: Chaotic
daylight and suffer a -1 penalty to their attack rolls when fighting in
broad daylight. Attacks: 2 claws or 1 weapon, 1-3, 1-3, or by weapon
Tasloi carry the following weapons: (20%) shield (AC 15) and javelin, Special Attacks: Paralyzing touch (DC 13)
(40%) club and javelin, (10%) short sword and shield (AC 15), (15%) Special Defenses: Regeneration, 1 Hit Point per round
javelin and net, (10%) short sword and net, or (5%) javelin and short A thoul is a magical, living, combination of a ghoul, a hobgoblin, and
sword. Tasloi without shields are AC 14. They customarily carry all a troll. Thouls look exactly like hobgoblins, with a DC 16 Wisdom
javelins and shields on their backs when they travel through the trees. (Perception) check being required to notice the difference, and they
Nets are used to snare up to 3 Medium-sized creatures, and may be are sometimes found as part of the bodyguard of a hobgoblin king.
used against foes that are up to 30’ away (and within a 5’ radius
circle). If thrown at one or more opponents, those opponents may The touch of a thoul will paralyze (in the same way as that of a ghoul).
make a DC 12 Dexterity Saving Throw to dodge the net. A DC 15 If it is damaged, a thoul will regenerate 1 Hit Point per round as long as
Strength check is required to tear free from the net. it is alive. After a thoul is hit, the DM should add 1 Hit Point to its total at
the beginning of each round of combat. Thouls cannot be turned.
Tasloi eat anything but prefer all kinds of flesh, especially humans and
elves. They normally attack from above, trying to capture if possible. If Titanothere
they gain surprise, they use their nets to trap their prey. If a party is too
vigilant or prepared, the tasloi attempt to wear down the group Armor Class: 15 No. Appearing: 0 (1-6)
through short, sudden attacks followed by retreat. If possible, tasloi try Hit Dice: 12 Morale Score: 10
to steal the enemy’s dead after an attack. Check Bonus: 6 Treasure Type: Nil
Move: 40’ Alignment: Neutral
Termites, Water
Attacks: 1 head butt or trample, 2-12 or 3-24
Special Attacks: Nil
Special Defenses: Nil

The titanothere resembles a huge blunt-horned rhino, 12’ tall at the


shoulder. In combat, titanotheres will butt or trample their opponents.
They are generally peaceful if left alone, preferring to graze grass and
eat leaves off trees. Small herds of these creatures are found in the
grasslands of “lost world” areas.

CHAPTER 6: MONSTERS 139


Toads, Giant they are vulnerable to (taking double damage). This weakness to fire
Giant Toad Ice Toad Poisonous Toad also applies to animated trees controlled by a treant.
Armor Class: 13 15 13
Hit Dice: 2+2 5 2
Check Bonus: 1 2 1
Move: 30’ 30’ 30’
No. Appearing: 1-4 (1-4) 1-4 (1-4) 1-8 (1-8)
Morale Score: 9 13 8
Treasure Type: Nil Q, (C) Nil
Alignment: Neutral Neutral Neutral

Attacks: 1 bite 1 bite 1 bite


Damage: 2-5 3-12 1-4
Special Attacks: Swallow whole See text Poison
Special Defenses: Nil Immune to cold Nil

Giant Toad: A giant toad is about the size of a very large dog and
weighs 150-250 pounds. These toads can change their skin color to
blend into woods or poorly-lit dungeons, getting a +4 bonus to all
Dexterity (Stealth) checks made to surprise foes.
They can shoot their tongues out to 15’ and drag a Small-size victim to
their mouths to be bitten. To break free, the creature must make a DC
12 Strength check.

On an attack roll of a natural 20, small prey will be swallowed whole,


taking 1-6 (1d6) points of damage each round thereafter.

Ice Toad: Fully intelligent, ice toads dwell in cold climes or far beneath
the surface of the ground. Ice toads speak their own weird language
and actively collect gems and jewelry, particularly diamonds.
Triceratops
In addition to its vicious bite, the creature can radiate cold in a 10-foot
radius from its body. Ice toads can generate this special attack once Armor Class: 18 No. Appearing: 0 (1-4)
every other round. All creatures within this sphere of cold suffer 3d6 Hit Dice: 11 Morale Score: 13
points of damage. Characters making a DC 13 Dexterity Saving Throw Check Bonus: 5 Treasure Type: Nil
suffer only half damage. Move: 30’ Alignment: Neutral

Poisonous Toad: These toads, indistinguishable from common giant Attacks: 1 gore or trample, 3-18, 3-18
toads, secrete a weak, hemotoxic poison. A creature bitten by a Special Attacks: Charge
poisonous toad must make a DC 12 Constitution Saving Throw. Failure Special Defenses: Nil
means the victim falls comatose and will die within 24 hours unless
cured. A triceratops is a heavily muscled, four-legged dinosaur that stands
about 12’ high at the shoulder and is nearly 40’ long. It has three horns
Treant protruding from the bony protective crest that covers its head.
Although these creatures are plant eaters, they are aggressive and
Armor Class: 18 No. Appearing: 0 (1-8) dangerous, usually attacking on sight. They charge for double
Hit Dice: 8 Morale Score: 13 damage on the first attack. Triceratops are found on the plains of “lost
Check Bonus: 4 Treasure Type: C worlds”.
Move: 30’ Alignment: Lawful
Troglodyte
Attacks: 2 fists, 2-12, 2-12
Special Attacks: Animate trees Armor Class: 15 No. Appearing: 1-8 (5-40)
Special Defenses: Nil Hit Dice: 2* Morale Score: 13
Check Bonus: 1 Treasure Type: A
Treants are 18’ tall tree-men who resemble trees. Treants are only Move: 40’ Alignment: Chaotic
concerned with protecting forests and plant life. They speak a slow
and difficult tongue and distrust those who use fire. Because treants Attacks: 2 claws, 1 bite or 1 weapon, 1-4, 1-4, 1-4
are often mistaken for normal trees, they get a +4 bonus to all Dexterity or by weapon
(Stealth) checks made to surprise foes while in wooded areas. Special Attacks: Stench
One treant can animate any two trees within 60’ to fight as treants. It Special Defenses: Camouflage
takes one round for a normal tree to uproot itself. A treant may A troglodyte is an intelligent human-like reptile with a short tail, long
change which trees it is animating at will (once per round). legs, and a spiny “comb” on its head and arms. Troglodytes walk
Due to their tough, bark-like skin, treants have a superior Armor Class upright and use their hands to wield weapons and tools. They hate
rating against almost all weapons. Their only weakness is fire, which most other creatures and will try to kill anyone they meet.

CHAPTER 6: MONSTERS 140


They have a chameleon-like ability to change colors, and use it to hide Thin and rubbery, loathsome trolls stand nearly 8’ tall. They are
by rock walls, giving them a +4 bonus to all Dexterity (Stealth) checks. intelligent and prefer humanoid creatures over all other foods. Trolls
They secrete a putrid oil will sicken humans and demi-humans within live in caves, dungeons, wastelands, and the ruined dwellings of
30’ unless the victims make a DC 12 Constitution Saving Throw. humanoids they have slain and eaten.
Sickened creatures suffer a -2 penalty to Strength and Dexterity Trolls are strong and rend their opponents with talons and sharp teeth.
checks, as well as attack and damage rolls, and take a -2 penalty to A troll has the power of regeneration; the ability to heal and grow
their Armor Class. The Movement Rate of sickened creatures is back together. A troll will begin to heal 3 rounds after it has taken
reduced by half. damage. A troll’s wounds will heal themselves at a rate of 3 Hit Points
per round, and even severed limbs will crawl back to the body and
rejoin. The troll cannot regenerate damage from fire or acid. In game
turns, this means that unless totally consumed by fire or acid, a troll will
eventually regenerate completely. If reduced to 0 Hit Points (with
attacks that do not deal either fire or acid damage), the troll will heal
enough to fight again in 2-12 rounds. The morale in parentheses
applies only when the troll is attacked by fire or acid.

Tyrannosaurus Rex

Armor Class: 17 No. Appearing: 0 (1)


Hit Dice: 20 Morale Score: 16
Check Bonus: 10 Treasure Type: V (x3)
Move: 40’ Alignment: Neutral

Attacks: 1 bite, 6-36


Special Attacks: Nil
Special Defenses: Nil

The tyrannosaurus rex is one of the largest hunting dinosaurs, standing


over 20’ tall. Its great jaws are lined with sharp teeth, and it moves
erect on its hind legs. It will attack anything man-sized or larger, usually
attacking the largest creature first.
The tyrannosaurus rex is usually found only in “lost world” areas.

Umber Hulk

Armor Class: 18 No. Appearing: 1-4 (1-4)


Hit Dice: 8+8* Morale Score: 16
Check Bonus: 4 Treasure Type: G
Move: 20’ Alignment: Chaotic
Troll
Attacks: 2 claws, 1 bite, 3-12, 3-12, 1-10
Armor Class: 16 No. Appearing: 1-8 (1-8) Special Attacks: Confusion
Hit Dice: 6+3* Morale Score: 16 (13) Special Defenses: Nil
Check Bonus: 3 Treasure Type: D
Move: 40’ Alignment: Chaotic Umber hulks are
subterranean predators.
Attacks: 2 claws, 1 bite, 1-6, 1-6, 1-10 Their iron-like claws enable
Special Attacks: Nil them to burrow through
Special Defenses: Regeneration solid stone at 10’ per turn
and through loam at 6 times
that rate.
Their prey includes young
purple worms, ankheg, and
similar monsters. However,
the favorite prey of umber
hulks are humans. They
attack with claws and their
powerful mandibles. Worse
still, any intelligent creature
which views the umber
hulk’s four eyes squarely must make a DC 14 Wisdom Saving Throw or
be confused (as per the Confusion spell) for 3-12 melee rounds. These
creatures have their own language.
Umber hulks are black, shading to yellowish gray on the front. Their
head is gray on top, and the mandibles are ivory colored. Because of
their dark color they can easily be mistaken for some humanoid
creature at 40’ or more distance.

Vodyanoi: These aquatic predators are closely related to the umber


hulk. Vodyanoi live in deep bodies of fresh water. They are similar in
appearance to umber hulks. Their skin is green and slimy to the touch,
but beneath it is a thick, knobby hide. Their claws are webbed.
Vodyanoi prey upon all manner of creatures but prefer human flesh.
They can rend the hulls of small vessels and frequently sink or overturn
small boats. They have a swimming speed of 30’ per round.

Undead: See Banshee, Ghast, Ghost, Ghoul, Mummy, Shadow,


Spectre, Skeleton, Vampire, Wight, Wraith, and Zombie

CHAPTER 6: MONSTERS 141


Undead are evil creatures whose forms were created through dark experience). Experience points will drop to the lowest amount needed
magic. All were once living beings. Undead creatures are immune to for the new level, and all Hit Dice and abilities associated with the
disease, Charm spells, fear, energy drain, paralysis, and poison. drained levels are lost. A character slain by a vampire will return from
Mindless undead usually do not make any noise. death as a vampire in 3 days.
A vampire may also attempt to Charm any who gaze into its eyes. The
Unicorn victim must make a DC 15 Charisma Saving Throw to avoid the charm.
Armor Class: 18 No. Appearing: 1-6 (1-8) A charmed victim will be totally under the vampire’s control, but
Hit Dice: 4* Morale Score: 11 cannot use spells or magic and will not take self-destructive actions.
Check Bonus: 2 Treasure Type: Nil A vampire may take the form of a human, a dire wolf, a giant bat, or
Move: 80’ Alignment: Lawful a gaseous cloud at will. This transformation requires 1 round. In dire wolf
or giant bat form, the vampire will move, attack, and do damage
Attacks: 2 hooves, 1 horn, 1-8, 1-8, 1-8
according to the statistics for those creatures. The vampire’s Armor
Special Attacks: Nil
Class, Hit Dice, and Morale remain unchanged. In gaseous form, a
Special Defenses: Teleport
vampire can fly at the listed speed and has immunity to all weapon
attacks. A vampire cannot attack while in gaseous form.
A vampire in any form can regenerate 3 Hit Points per round, as soon
as it is damaged. If a vampire is reduced to 0 Hit Points, it will not
regenerate, but will become gaseous and flee to its coffin, where it
must rest for 8 hours as it re-forms.
In human form, the vampire can summon 10-100 rats (5-20 giant rats),
10-100 bats (3-18 giant bats), or 3-18 wolves (2-8 dire wolves), if these
are in the area.

Weaknesses of Vampires: Vampires will not come within 10’ of any


strongly presented holy symbol, although they may move to attack
the person holding the symbol from another direction. A strong odor
of garlic repels them (it must make a DC 12 Saving Throw or it cannot
attack that round). Vampires cast no reflection and avoid mirrors.
Vampires cannot cross running water, either on foot or flying, except
at bridges or while in their coffins. During the day, a vampire usually
rests in its coffin, and failure to do so results in the loss of 2-12 Hit Points
per day. These Hit Points will not be regenerated until the vampire has
A unicorn looks like a slender horse with a horn growing from its rested in its coffin for a full day.
forehead. A unicorn is a fierce but shy creature. Only a pure maiden
can talk to or ride one. It can magically teleport itself with a rider to a Destroying Vampires: A vampire can be destroyed by driving a
distance of 360’ once per day. wooden stake through its heart or by immersion in running water for 1
turn. If a vampire is exposed to direct sunlight, the creature must make
Vampire* a DC 14 Saving Throw each round or disintegrate. Note that a
Continual Light spell will not disintegrate a vampire but will partially
Armor Class: 18 No. Appearing: 1-4 (1-6) blind it (making it suffer a -4 penalty to attack rolls). If all of the
Hit Dice: 8* Morale Score: 16 vampire’s coffins are Blessed or destroyed, the vampire will weaken,
Check Bonus: 4 Treasure Type: F taking damage as above, and will die when its Hit Points are reduced
Move: 40’, 60’ flight Alignment: Chaotic to 0. A vampire will always have several well-hidden coffins available.
Attacks: 1 touch, 1-10 plus energy drain
Wasp, Giant
Special Attacks: Charm, energy drain, shape change, summon
animals Armor Class: 16 No. Appearing: 1-20 (21-40)
Special Defenses: Gaseous form, regenerate, undead immunities, Hit Dice: 4 Morale Score: 12
weapon immunities Check Bonus: 2 Treasure Type: Q (x20)
Move: 20’, 80’ flight Alignment: Neutral

Attacks: 1 bite, 1 sting, 1-4, 2-8


Special Attacks: Poison
Special Defenses: Nil

Giant wasps are feared


because they continually hunt
for prey - both to devour and to
place in a paralyzed state with
their eggs. Other giant insects
are most often victims, but even
humans are not immune.
Certain wasps build mud cases
for their eggs, but those which
build paper nests are the ones
which are most feared, for their
lair will contain 21-40 adult
wasps.
Vampires are the most feared of the undead, feeding on the blood of
A giant wasp attacks with both
the living in order to survive. Vampires haunt ruins, tombs, crypts, and
its powerful jaws and its
other places deserted by the living. They are immune to disease,
poisonous sting. It can use the
Charm spells, fear, energy drain, paralysis, and poison. Vampires can
latter weapon repeatedly. Any
only be hit with magic weapons.
victim of a sting must make a
In human form, a vampire’s touch will drain 2 life energy levels from DC 12 Constitution Saving Throw
the victim unless it makes a DC 15 Constitution Saving Throw. The result against poison or become
of this drain is that the creature touched loses 2 Hit Dice (levels of paralyzed permanently, with

CHAPTER 6: MONSTERS 142


death occurring in 2-5 days unless a Neutralize Poison spell or antidote Killer Whale: These are 25’ long and are found mainly in cold waters.
is applied. Victims are typically eaten by the wasp larvae in the 2 to 5- They live by hunting other sea creatures (even other whales).
day period. Creatures of Small-size will be swallowed whole if the killer whale scores
Wasp wings are very vulnerable to fire, and they will immediately be a natural 20 on its attack roll. Those swallowed take 1-6 points of
burned off if within the radius of a Fire Ball or even exposed to hot damage per round and will drown in 10 rounds unless freed.
flame. This does not injure the wasp, but it makes the creature flightless. Narwhal: The narwhal is 15’ long, grey to white in color, and has an 8’
long spiral horn on its head (like that of a unicorn). It is an intelligent,
Water Weird magical creature, that is very independent and secretive. It is rumored
Armor Class: 14 No. Appearing: 1-3 (1-3) that their horns vibrate in the presence of evil. Their horns are worth
Hit Dice: 3+3* Morale Score: 16 from 1,000 to 6,000 gold pieces each (1d6 x 1,000) for their ivory.
Check Bonus: 1 Treasure Type: I, O, P Narwhals roam arctic waters.
Move: 40’ Alignment: Chaotic Sperm Whale: This huge whale can grow to be 60’ long. It preys on the
Attacks: See text most feared denizens of the deep (such as the giant squid). Man-sized
Special Attacks: Drown foe or smaller creatures will be swallowed on a natural 20, taking 3-18
Special Defenses: See text points of damage per round thereafter. Sperm whales will sometimes
(10% chance) attack ships, attempting to ram. Should the sperm
The water weird are a life form whale succeed, it will do 6-36 points of damage to the ship.
originating in the Elemental
Plane of Water. They attack all Were-Creature (Werebear, Wereboar, Wererat, Weretiger, or
living things, feeding from their Werewolf): See Lycanthropes.
essences in some unknown
manner. Wight*
The creature forms in two Armor Class: 15 No. Appearing: 1-6 (1-8)
melee rounds from the water, Hit Dice: 4* Morale Score: 18
appearing as a serpent, and Check Bonus: 2 Treasure Type: B
lashes out, striking as a 6 Hit Move: 30’ Alignment: Chaotic
Die monster. Any creature
struck will be dragged into the Attacks: 1 claw, 1-4 plus energy drain
water unless makes a DC 13 Special Attacks: Energy drain
Strength check. Special Defenses: Undead immunities, weapon immunities
Sharp weapons cause but 1
Hit Point of damage and blunt
ones cause normal damage
when striking these monsters.
Damage equal to its total Hit Points disrupts the water weird, though it
reforms again in 2 melee rounds. Cold spells slow it and fire-based
spells do half or no damage, but a Purify Food & Water spell kills it. All
other attacks simply do not harm or disrupt the creature. A water weird
can take over a water elemental with an ability check. The DC of this
check equals 5 plus ½ of the Hit Dice of the elemental.

Weasel, Giant

Armor Class: 13 No. Appearing: 1-4 (1-6)


Hit Dice: 4+4 Morale Score: 12
Check Bonus: 2 Treasure Type: V
Move: 50’ Alignment: Neutral

Attacks: 1 bite, 2-8 plus special


Special Attacks: Blood drain
Special Defenses: Nil

A giant weasel is 8’-9’ long and covered with a richly colored fur of
white, gold or brown. These quick and vicious predators hunt singly or
in groups. Once they bite, they will hold on and suck blood, doing 2-8
points of damage each round until their prey is dead or they are killed.
Giant weasels and can track parties by scent. They will pursue
wounded prey in preference to all other. They live in tunnels
underground and their treasure will be found on the bodies of
creatures they have slain and pulled to their lair to eat.

Whales
Killer Narwhal Sperm Whale
A wight is an undead spirit living in the body of a dead human or demi-
Armor Class: 14 13 14
human. They are immune to disease, Charm spells, fear, energy drain,
Hit Dice: 6 12 36
paralysis, and poison, and can only be hit by silvered or magical
Check Bonus: 3 6 18
weapons.
Move: 80’ swim 60’ swim 60’ swim
No. Appearing: 0 (1-6) 0 (1-4) 0 (1-3) Wights are greatly feared, as they drain life energy when striking a
Morale Score: 16 12 10 victim. Each hit drains one level of experience or Hit Die unless the
Treasure Type: V See below V victim makes a DC 13 Constitution Saving Throw. The result of this drain
Alignment: Neutral Lawful Neutral is that the creature touched loses 1 Hit Die (level of experience).
Experience points will drop to the lowest amount needed for the new
Attacks: 1 bite 1 bite, 1 horn 1 bite level, and the Hit Die and abilities associated with the drained level
Damage: 1-20 1-8, 2-12 6-36 are lost. Any person totally drained of life energy by a wight will
Special Attacks: Swallow whole Nil Nil become a wight in 1-4 days, and will be under control of the wight
Special Defenses: Nil Nil Nil who drained him or her.

CHAPTER 6: MONSTERS 143


Will-o-Wisp Wind Walker*

Armor Class: 28 No. Appearing: 1 (1-3) Armor Class: 27 No. Appearing: 1-3 (1-3)
Hit Dice: 9* Morale Score: 18 (see text) Hit Dice: 6+3** Morale Score: 16
Check Bonus: 4 Treasure Type: V Check Bonus: 3 Treasure Type: C, R
Move: 60’ flight Alignment: Chaotic Move: 100’ flight Alignment: Neutral

Attacks: 1 electric shock, 2-16 Attacks: 1 wind gust, 3-18 (see text)
Special Attacks: Nil Special Attacks: Wind gust
Special Defenses: Invisibility, spell immunity (see text) Special Defenses: Spell immunities (see text)

A will-o-wisp is a glowing sphere, looking like a lantern, torch, or even Wind walkers are creatures from the Elemental Plane of Air and, on the
a Dancing Lights (Prestidigitation) spell effect. In combat they glow Material Plane, prefer to live high in mountains or in great caverns very
blue, violet, or pale green. far below the surface. Their approach is detectable at 500’ away as a
whistling, howling, or roaring depending on the number coming. These
Will-o-wisps commonly haunt deserted, dangerous places such as
monsters are telepathic and can detect thoughts within 100’.
bogs, fens, swamps, or catacombs where mires, quicksand, pit traps,
and the like are plentiful. A victim trapped by these hazards feeds the They attack by wind force, with each wind walker causing 3-18 points
will-o-wisp as it expires, for the thing feeds upon the fleeing life force. of damage per round to all creatures within 10’ of them who are hit.
Thus, will-o-wisps seek to lure prey to their doom. The creature attacks Being ethereal, wind walkers can be fought only by such creatures as
by touching its foe and dealing 2-16 points of electrical damage. djinn, efreet, invisible stalkers, or aerial servants, and affected by spells
such as Control Weather (which kills a wind walker unless it makes a
Saving Throw), Slow (which affects the monster like a Fire Ball), and Ice
Storm (which drives them away for 1-4 melee rounds). Haste does ½ of
the damage that a Slow spell deals to wind walkers, but it also doubles
the amount of damage done by the wind walkers each round.

Wolves
Wolf Wolf, Dire Wolf, Winter
Armor Class: 13 14 15
Hit Dice: 2+2 4+1 6*
Check Bonus: 1 2 3
Move: 60’ 50’ 50’
No. Appearing: 2-12 (3-18) 1-4 (2-8) 1-3 (1-6)
Morale Score: 13 (9) 13 13
Treasure Type: Nil Nil I
Alignment: Neutral Neutral Neutral

Attacks: 1 bite 1 bite 1 bite


Damage: 1-6 2-8 2-8
Special Attacks: Nil Nil Cold breath
Special Defenses: Nil Neutral Immune to cold
Wolves: Wolves are meat-eaters and hunt in packs. Though wolves
prefer the wilderness, they will occasionally be found in caves.
Captured wolf cubs can be trained like dogs (if the DM permits), but it
is difficult. If 3 wolves or less are encountered, or if a pack is reduced
to less than 50% of its original numbers, their morale score is 9 rather
than 13.

Dire Wolves: Dire wolves may be found in caves, woods, or mountains.


They are larger and more ferocious than normal wolves, and are semi-
intelligent. They are fierce enemies and usually hunt in packs. They are
sometimes trained by goblins to be used as mounts. Captured dire
wolf cubs can be trained like dogs (if the DM permits), but they are
even more savage than normal wolves.
Worgs: Evil natured, neo-dire wolves are known as worgs. These
creatures have a language and often cooperate with goblins in order
to hunt and kill. They are as large as ponies and can be ridden, often
serving as goblin mounts. They otherwise conform to the
characteristics of wolves.

Wolf, Winter: The winter wolf is a horrid carnivore which inhabits only
chill regions. It is of great size and foul disposition. Winter wolves can
use their savage jaws or howl forth a blast of frost which will coat any
creature within a 10’ cone of their muzzle.
This frost causes 6-24 Hit Points damage - half that amount if a DC 13
A will-o-wisp is able to grow bright or very dim in order to confuse prey. Dexterity Saving Throw is successful. The winter wolf is able to use the
It can move slowly or flit about. It can blank out its glow entirely for 2-8 howling frost once every 10 melee rounds. Cold-based attacks do not
melee rounds if it does not attack and, during that time, can be harm them, but fire-based attacks cause +1 damage per die of
detected only by creatures able to see invisible objects. damage normally caused.
While any weapon will harm a will-o-wisp, most spells do not affect it. They have their own language and can also converse with worgs. The
The only spells which can affect the creature are Protection from Evil, coat of the winter wolf is glistening white or silvery, and its eyes are very
Magic Missile, and Maze. If brought to 5 or fewer remaining Hit Points pale blue or silvery. The pelt of the creature is valued at 5,000 gold
a will-o-wisp will reveal its lair and give over its treasure. pieces.

CHAPTER 6: MONSTERS 144


Wolverines Xorn
Wolverine Wolverine, Giant
Armor Class: 15 16 Armor Class: 22 No. Appearing: 1-4 (1-4)
Hit Dice: 3 4+4 Hit Dice: 7+7* Morale Score: 13
Check Bonus: 1 2 Check Bonus: 3 Treasure Type: O, P, Q (x5)
Move: 40’ 50’ Move: 30’ Alignment: Neutral
No. Appearing: 1 (1) 1 (1) Attacks: 3 claws, 1 bite, 1-3, 1-3, 1-3, 6-24
Morale Score: 16 18 Special Attacks: Nil
Treasure Type: Nil Nil Special Defenses: Camouflage, immune to cold and fire, move
Alignment: Neutral Neutral through stone, resistant to lightning damage
Attacks: 2 claws, 1 bite 2 claws, 1 bite
Damage: 1-4, 1-4, 2-5 2-5, 2-5, 2-8
Special Attacks: Musk Musk
Special Defenses: Nil Nil

Wolverines inhabit only colder regions. Bears and wolves respect these
creatures’ ferocity. Their speed is partially responsible for their high
Armor Class and their ferocity in combat gives them a +4 bonus to all
attack rolls.
A wolverine can squirt a disgusting musk at opponents up to 10’away The xorn are a race of creatures found on the Elemental Plane of Earth,
and at its rear once per turn. Anyone within that area must make a DC but on rare occasions they will abide on the Material Plane for a time.
12 Constitution Saving Throw or be sickened for 2d6 minutes. Sickened When so doing, they seek deep subterranean places. Xorn feed on
creatures suffer a -2 penalty to Strength and Dexterity checks, as well certain rare minerals that are the subject of their quest on the Material
as attack and damage rolls, and take a -2 penalty to their Armor Class. Plane.
The Movement Rate of sickened creatures is reduced by half. The stony-skinned creature blends in with stone - both in color and
conformation. As such, it is very likely to surprise other creatures,
Wraith* gaining a +4 bonus to all Dexterity (Stealth) checks made to hide
amongst stones, rocks, and masonry.
Armor Class: 17 No. Appearing: 1-4 (1-6)
Hit Dice: 5** Morale Score: 18 The xorn is likely to demand such metals as copper, silver, etc. to snack
Check Bonus: 2 Treasure Type: E upon, and if a passing creature refuses, the xorn is 90% likely to try to
Move: 80’ flight Alignment: Chaotic take the metal by force, for it can smell such at 20’ distance.

Attacks: 1 touch, 1-6 plus energy drain These creatures are not harmed by fire or cold-based spells. Electrical
Special Attacks: Energy drain attacks, such as lightning bolts, do either one-half or no damage,
Special Defenses: Undead immunities, weapon immunities depending on the Saving Throw. They are flung back 30’ and stunned
for one melee round by a Move Earth spell. A Stone to Flesh or Rock to
A wraith is an undead monster that drains the life-force of its victims. It Mud spell will lower their Armor Class to 12 for 1 melee round (and the
has no physical body and looks like a pale, almost transparent, xorn cannot attack during that time as they must adjust their
human-likr figure composed of thick mist. They are immune to disease, molecules), and a Passwall spell delivers 11-20 Hit Points of damage to
Charm spells, fear, energy drain, paralysis, and poison, and can only the creatures.
be hit by silver or magical weapons. Silver weapons will only do half If a combat is going against a xorn, it will stop fighting, adjust its
damage. molecular structure, and pass through the nearest stone (usually the
When a wraith hits in melee, it will do normal damage and drain one floor) to escape. This requires one melee round, and thereafter the
life energy level unless the victim makes a DC 14 Constitution Saving xorn can progress at normal movement through solid stone, earth, or
Throw. The result of this drain is that the creature touched loses 1 Hit similar substances. If it is struck by a Phase Door spell when in this state
Die (level of experience). Experience points will drop to the lowest a xorn is killed.
amount needed for the new level, and the Hit Die and abilities
associated with the drained level are lost. Any person totally drained Yellow Mold*
of life energy by a wraith will become a wraith in one day, and will be
under control of the wraith who drained him or her. Armor Class: See text No. Appearing: 1-8 (1-4)
Hit Dice: 2* Morale Score: N/A
Wyvern Check Bonus: 1 Treasure Type: Nil
Move: 0’ Alignment: Neutral
Armor Class: 17
Hit Dice: 7* Attacks: Spores, 1-6 plus special (see text)
Check Bonus: 3 Special Attacks: Choking spores
Move: 30’, 80’ flight Special Defenses: Immune to most attacks (see text)
No. Appearing: 1-2 (1-6)
Morale Score: 13
Treasure Type: E
Alignment: Chaotic

Attacks: 1 bite, 1 sting, 2-16,


1-6 plus poison
Special Attacks: Poison This deadly fungus covers an area of 10 square feet (2’ by 5’, for
Special Defenses: Nil example), though many are sometimes found together. Yellow mold
can only be killed by fire; a torch will do 1-4 points of damage to it
A wyvern looks like a two-legged, each round.
winged dragon with a long tail. In
It will eat through wood and leather but does not harm metal or stone.
combat, the wyvern will bite and
It does not actually attack, but if it is touched (by a torch, for example)
arch its tail over its head to hit
the touch may cause the mold to squirt out a 10’ radius cloud of
opponents in front of it.
spores. There is a 50% chance per hit that the mold will squirt out this
Those stung by the tail must make a DC 14 Constitution Saving Throw cloud. Anyone caught within the cloud must make a DC 12
against poison or die. These beasts prefer to live on cliffs or in forests, Constitution Saving Throw against poison or choke to death in 1d4+2
but may be found anywhere. rounds.

CHAPTER 6: MONSTERS 145


Yeti Zombie

Armor Class: 14 No. Appearing: 0 (1-6) Armor Class: 12 No. Appearing: 2-8 (4-24)
Hit Dice: 4+4 Morale Score: 16 Hit Dice: 2 Morale Score: 18
Check Bonus: 2 Treasure Type: D Check Bonus: 1 Treasure Type: Nil
Move: 50’ Alignment: Neutral Move: 30’ Alignment: Chaotic

Attacks: 2 claws, 1-6, 1-6 Attacks: 1 weapon, by weapon


Special Attacks: Hug (see text) Special Attacks: Nil
Special Defenses: Camouflage, immune to cold Special Defenses: Undead immunities

An adult yeti stands 8 feet tall and is covered in long, white fur. Their Zombies are undead
feet and hands are wide and flat, which helps to disperse their great humans, humanoids, or
weight (about 300 pounds) on treacherous snow fields. They travel on demi-humans animated
all fours like the apes but fight very comfortably standing erect. Unlike by some evil cleric or
most apes and gorillas, the yeti does not have an opposable toe on magic-user.
its feet. They wear no clothing or ornamentation. The spoor, or smell, As with all undead, they
of a yeti is very subtle in cold climates, but in confined or warm areas, may be “turned” by a
they have a strong, musky odor. The eyes of a yeti are icy blue or cleric. They are immune
almost colorless. Their claws and flesh are ivory white. to disease, Charm spells,
Unlike many arctic creatures, the yeti does not have a thick layer of fear, energy drain,
body fat to keep it warm. Instead, it relies upon the special properties paralysis, and poison.
of its thick, warm fur. It has a transparent second eyelid, which allows They are often placed to
the creature to see in blowing snow, and prevents its eyes from guard treasures, since
freezing in extreme temperatures. they make no noise until
The yeti is a fierce hunter of the polar regions. It stalks its prey and lays they attack. Zombies will
an ambush, attempting to gain surprise and getting a +4 bonus to always attack on sight,
Dexterity (Stealth) checks in its natural habitat. Against the snow, the but can be destroyed by
yeti is invisible due to its coloration until its prey is 60 feet away. Under normal weapons. They
a thin layer of snow, it is completely invisible. are slow fighters, and
always strike last (no
Any opponent surprised by a yeti must make a DC 12 Charisma Saving initiative roll needed).
Throw or go rigid with fright for 1d3 rounds, indicating that he has
looked into the icy blue depths of the yeti’s eyes. Any opponent that
is paralyzed in this way can be automatically hit by both claws and
squeezed.
Although the yeti does have fangs (1d4 points of piercing damage), it
does not usually attack with them, preferring to use its formidable
claws. If both claws hit, the victim is pulled in for a chilling squeeze. The
creature’s fur actually absorbs heat, making it extraordinarily cold if
contacted (1d8 points of cold damage plus 1d8 crushing damage if
squeezed). Hugged creatures can try to break this grip by making a
DC 16 Strength check.

CHAPTER 6: MONSTERS 146


CHAPTER 7: REWARDS The DM may also award extra XP to characters who deserve them
(fighting a dangerous monster alone, or saving the party with a great
After defeating fearsome foes in deadly combat and gathering long idea). and less XP to characters who did less than their fair share (“do-
lost treasures from dark caverns, the characters should have garnered nothing” characters). The DM should consider the character’s
some experience in the arts of mortal combat, the capacity to alignment and class carefully, and should remember that guarding
withstand the rigors of a harsh world, the senses to avoid trouble and the rear is an important role in any party.
not some small amount of wisdom. Considering the gold, gems,
jewelry, and magical treasures acquired, the real experience gained DIVIDING XP: Treasure is divided by the party, but the DM handles all
is that of knowledge. of the XP awards. At the end of an adventure, the DM totals the XP
Characters end their adventures stronger, wiser, wealthier, and more from all treasures recovered plus all monsters defeated and then
capable. Eventually, they may even use their wealth and prestige to divides the total by the number of surviving characters (both player
establish a stronghold and attract followers. characters and NPCs) in the party.
When calculating “shares” of experience points for player characters
Giving Experience Points (PCs) and NPCs, the DM may decide to give each NPC ½ of the
normal experience award that players characters get - since the NPCs
When the adventure is over, the DM gives experience points to the were “directed” and thus learn less from their adventures.
surviving characters. Experience points (abbreviated XP, as ep stands
for electrum pieces) are given for non-magical treasure and for Example: A party of 7 (5 player characters and 2 NPCs) goes on an
defeating monsters. adventure but only 6 come back alive. They killed monsters for a total
of 800 XP and also collected 5,800 gp in treasure, for a total of 6,600
EXPERIENCE POINTS FOR MONSTERS: Experience points are given for XP. Each character receives 1,100 XP at the end of the adventure.
monsters killed or overcome by magic, fighting, or wits. Use the table The DM may give each NPC ½ of the normal experience award - 550
below to determine how many experience points to give the party. XP rather than 1,000 XP. In this case, the 4 remaining player characters
would share the 5,500 XP remaining after the NPCs get their share of
1. Find the number equal to a monster’s Hit Dice to determine the the XP (6,600-550-500 XP). The four PCs would then get 1,375 XP.
base amount of XP to award for one monster: Note that any “+”
to the Hit Dice counts the same (3+1 gives the same XP as 3+2, and MAXIMUM XP: A character should never be given enough XP in a
so forth). single adventure to advance more than one level of experience. For
2. Add the special abilities bonus once for each asterisk after “Hit example, if a beginning (0 XP) 1st level fighter earns 5,000 XP (a rare
Dice” in the monster description (for example, a medusa with 4** and outstanding achievement), he or she should only be given 4,999
Hit Dice would be worth 175 XP: 75 base + 50 special + 50 special. XP, enough to place the character 1 XP short of 3rd level.
3. Multiply this total XP value by the number of monsters overcome Every time a character goes up in level, the player must roll a new Hit
to find the grand total to be awarded for that encounter (if 3 Die (or choose the average Hit Points for their Hit Die type), make any
medusae were overcome, 525 XP would be awarded: 175 x 3). adjustments due to Constitution (if applicable), and add the result to
the previous number of Hit Points. A character may not go up in level
Experience Points for Monsters Defeated until after an adventure is over, when XP are awarded by the DM.
Monster’s Hit Dice Value Special Ability Bonus Example: Bork, a 2nd level fighter with 4,000 XP, gains 1,210 XP on an
Under 1 5 1 adventure, giving him a total of 5,210 XP (over 5,000, the amount
1 10 3 needed to become 3rd level). Bork has 12 hp and a Constitution score
1+ 15 4 of 15 (+1 bonus). When Bork returns from the adventure the player rolls
2 20 5 1d10; the result of 5 is adjusted to 6, and added to the previous 12 Hit
2+ 25 10 Point for a new total of 18 Hit Points. Bork notes these figures on his
3 35 15 sheet, along with the note that he is now a 3rd level fighter.
3+ 50 25
4 75 50
4+ 125 75 Treasure
5 175 125 The coins, gems, jewelry, and magic items that a party finds during an
5+ 225 175 adventure is known as treasure. Wealth (coins, gems, jewelry, and
6 275 225 other items of value) is worth experience points to the player and
6+ 350 300 allows the player to pay for better equipment, hire more retainers, and
7 450 375 purchase special services (from higher level spell casters, for example).
7+ 550 450
8 650 525 Magic items will usually give a character abilities not normally
8+ 750 600 possessed and are useful on later adventures. Treasure is normally
9 to 10+ 900 700 found in the lairs of monsters, but may be given to a character by a
11 to 12+ 1,100 800 high level NPC for performing a mission or job.
13 to 16+ 1,350 950 Treasures are determined randomly or chosen by the DM. The DM
17 to 20+ 2,000 1,150 should always determine the contents of a large treasure hoard
21+ * 2,500 2,000 before play in order to determine how best to hide and protect the
* For every Hit Die over 21, 250 points are added to the base value and treasure from theft. If magic items are present, the DM may want to
special ability bonus for the creature. allow the monsters to use the items, such as a bugbear using a sword
+1. Intelligent monsters will always try to use their magic items in
EXPERIENCE POINTS FOR TREASURE: For every 1 gp value of non- combat with player characters, if possible.
magical treasure the characters recover, the DM should give 1 XP to As the party becomes more experienced the treasure will be better
the party (this will be divided among all the player characters). guarded, better hidden, and possibly trapped, too! However, there
Experience points are not given for magic items. The characters will will be more treasure for characters to win, and more things to spend
divide the treasure among themselves, but the DM handles all of the their wealth on.
experience awards.
RANDOM TREASURES: To determine a monster’s treasure at random,
Example: A treasure of 750 sp, a rug worth 100 gp, 3 gems each worth the DM uses the following step-by-step procedure:
100 gp, and a potion of healing would be worth a total of 475 XP (75
+ 100 + 300 + 0). 1. Find the Treasure Type in the monster description. Find the same
letter on the Treasure Types Table hereafter; that line will be used
ADJUSTMENTS TO XP: The DM may treat an unusually “tough” situation to find the actual treasure.
or monster as one category better (use the next line down). Situations 2. Read across the Treasure Type line to find which types of treasure
might also allow the DM to give partial experience if the characters may be present. Each type will have a percentage and a range.
learned from the encounter without actually defeating the monster. If the DM rolls (on d%) a number equal to or less than the

CHAPTER 7: REWARDS 147


percentage given, that type of treasure is present. The DM should ADJUSTMENTS TO TREASURE: Treasures A through O are large, and
roll for each percentage and make a note of what types are generally only for use when large numbers or fairly difficult monsters
present. are encountered. The lairs of most human-like monsters contain at
3. Roll dice (the type depends on the range given) to find the least the number of creatures given as the wilderness “No. Appearing”
amount of each type of treasure (found in step 2, above) which is (the number in parentheses). An encounter with less than a full lair
present. should yield less treasure. On the other hand, if 1-4 is the “No.
Appearing”, even one will have the normal amount of treasure, and
4. If any magic items are present, the magic item subtables (pages no adjustment is necessary.
149-151) must be used to find the actual types.
The DM may create Treasure Types other than the ones listed. Some
In addition, the expanded table for unguarded dungeon treasure is other valuable items could be rugs, wall hangings, rare wines,
given on page 163. It is recommended that when the players are silverware, and other kitchen items, or even animal skins. The DM
experienced, very few treasures be left completely unguarded. should give each special item a value, in gold pieces (and, if the
optional encumbrance rules are used, an encumbrance).
Often the treasure will be in unusual and possibly hard to recognize
forms. Valuable silks, wines, rare books, small statues, furs, and tusks are
only some of the forms such treasure could take. A party should always
look for clues that odd items might be more valuable than they
appear.
PLACED TREASURES: The DM may choose treasures instead of rolling for
them randomly, or may choose a result if rolls give too much or too To aid the DM, the average gold piece values (or gpv) of each
little treasure. The choices should be made carefully since most of the treasure type are given below. These averages do not include the
experience the characters will get will be from treasure (usually ¾ or possible magic in the treasures. After rolling for treasures, the DM may
more). It will often be easier for the DM to decide how much refer to this list to see whether the treasure is larger or smaller than
experience to give out (considering the size and levels of experience average and may then adjust the treasure as desired.
in the party) and place the treasures to give this result. However, the
monsters should be tough enough to make sure that the characters Type Average gpv Type Average gpv Type Average gpv
earn their treasure! A 17,000 F 5,000 J 25
B 2,000 G 25,000 K 125
As the campaign goes on, the DM should be especially careful when C 1,000 H 50,000 L 250
placing treasures, as these will become even more important in D 4,000 I 8,000 M 15,000
determining the rate at which the characters gain levels and power. E 2,500
They can be the major tool the DM uses to balance the campaign.

TREASURE TYPES
Type Copper (1,000s) Silver (1,000s) Electrum (1,000s) Gold (1,000s) Platinum (1,000s) Gems & Jewelry* Magic Items
A 25%: 1d6 30%: 1d6 20%: 1d4 35%: 2d6 25%: 1d2 50%: 6d6 30%: Any 3
B 50%: 1d8 25%: 1d6 25%: 1d4 25%: 1d3 Nil 25%: 1d6 10%: 1 sword, armor, or weapon
C 20%: 1d12 30%: 1d4 10%: 1d4 Nil Nil 25%: 1d4 10%: Any 2
D 10%: 1d8 15%: 1d12 Nil 60%: 1d6 Nil 30%: 1d8 15%: Any 2 + 1 potion
E 5%: 1d10 30%: 1d12 25%: 1d4 25%: 1d8 Nil 10%: 1d10 25%: Any 3 + 1 scroll
F Nil 10%: 2d10 20%: 1d8 45%: 1d12 30%: 1d3 20%: 2d12/ 30%: Any 3 except weapons,
10%: 1d12 +1 potion, +1 scroll
G Nil Nil Nil 50%: 10d4 50%: 1d6 25%: 3d6/ 35%: Any 4 + 1 scroll
25%: 1d10
H 25%: 3d8 50%: 1d100 50%: 10d4 50%: 10d6 25%: 5d4 50%: 1d100/ 15%: Any 4 +1 potion, +1 scroll
50%: 10d4
I Nil Nil Nil Nil 30%: 1d8 50%: 2d6 15%: Any 1
J 25%: 1d4 10%: 1d3 Nil Nil Nil Nil Nil
K Nil 30%: 1d6 10%: 1d2 Nil Nil Nil Nil
L Nil Nil Nil Nil Nil 50%: 1d4 Nil
M Nil Nil Nil 40%: 2d4 50%: 5d6 55%: 5d4/ Nil
45%: 2d6
N Nil Nil Nil Nil Nil Nil 40%: 2d4 potions
O Nil Nil Nil Nil Nil Nil 50%: 1d4 scrolls

INDIVIDUAL’S TREASURE TYPE


Type Copper Pieces Silver Pieces Electrum Pieces Gold Pieces Platinum Pieces Gems & Jewelry* Magic Items
P 3d4 Nil Nil Nil Nil Nil Nil
Q Nil 3d6 Nil Nil Nil Nil Nil
R Nil Nil 2d6 Nil Nil Nil Nil
S Nil Nil Nil 2d4 Nil Nil Nil
T Nil Nil Nil Nil 1d6 Nil Nil
U 10%: 1d100 10%: 1d100 Nil 5%: 1d100 Nil 5%: 1d4 2%: Any 1
V Nil 10%: 1d100 5%: 1d100 10%: 1d100 5%: 1d100 10%: 1d4 5%: Any 1
* Roll twice, once for Gems and once for Jewelry. The chances are the same unless two notations are made, in which case the order given is for Gems
and then Jewelry.

CHAPTER 7: REWARDS 148


Example: The DM sets up the lair of 30 goblins (an average number for
a lair). Their listed Treasure Type is “C”. Finding line “C”, the DM gets
Magic Items
the following results when rolling percentage dice: Magic items are presented in this section of the rules. Descriptions of
each may be found after the tables listing the items, under the
Treasure Type Listing for Dice Roll Result appropriate heading.
Copper pieces 20% 1d12 29 No copper present
Silver pieces 30% 1d4 02 Some silver present
Electrum pieces 10% 1d4 73 No electrum present
Gold pieces Nil - None, no roll needed
Platinum pieces Nil - None, no roll needed
Gems 25% 1d4 25 Some gems present
Jewelry 25% 1d4 42 No jewelry present
Magic Items 10% Any 2 06 2 magic items present

The DM then rolls to find the amounts of silver pieces and gems present
in the goblin lair. Rolling 1d4 for each, the results of 2 and 3 mean that
2,000 silver pieces and 3 gems are present.

The value of the gems must be found. Rolling d% and using the Gems
table below, the DM finds that they are worth 50 gold pieces each.

The types of magic items must be found. Rolling d% and using the
General Magic Table, the results of 18 and 53 mean that the Sword
Subtable and the Potion Subtable must be used to find the exact items.
Rolling the appropriate die for each subtable, the DM finds that a RANDOMLY GENERATING MAGICAL TREAUSRE: A magic item can be
sword +1 and a potion of healing are in the goblin lair. The DM makes of any of the several types listed. Check for each item separately if
a note that the goblin leader will be using the sword +1 in combat. more than one magic item is present. If “Any” is given (such as “Any
3”), use the GENERAL MAGIC ITEM TABLE to determine which subtable
The DM notes, with the room descriptions for the dungeon, exactly to use.
what treasures are in the lair of the 30 goblins. If there had been fewer
If a type of magic item is given on the TREASURE TYPES TABLE (such as
goblins, the treasure would have been cut down to match their
“2-8 potions”), each of the items should be determined by using the
numbers. For example, if there were 10 goblins (1/3 of the given
POTION SUBTABLE. The magic subtables are used to determine the
number), there should be 1/3 (or less) of the rolled treasure:
exact item by rolling percentage dice (d%).
600 silver pieces, 1 gem, and 1 magic item - probably the potion.
IDENTIFYING MAGIC ITEMS: A character can only identify the exact
type of item by testing it (trying on the ring, sipping the potion, etc.). If
Coins, Gems, and Jewelry a retainer does this testing, he or she will expect to keep the item. A
high-level NPC magic-user may be asked to identify an item, but will
COINS: All coins are about equal in size and weight. Silver pieces are
want money or a service in advance and may take several game
about the size and weight of a modern-day quarter, which roughly
weeks to do it.
equates to 50 silver pieces weighing one pound. All other coins, for the
sake of simplicity, use this weight ratio. Gold, electrum, and platinum
USING MAGIC ITEMS: Two things must be done to use most magic
pieces are smaller than silver pieces while copper pieces are slightly
items. First, the item must be held or worn properly. Second, the user
larger than silver pieces. Electrum is an alloy of silver and gold.
must concentrate on the effect the item has. (Magic weapons, armor,
The value of each type of coin, and the rate of exchange between and protection devices - such as a ring or elven cloak - will work
coins, is as follows: without concentrating.) Unless the description of the item states
10 copper pieces (cp) = 1 silver piece otherwise, the item can only be used once per round. A character
10 silver pieces (sp) = 1 gold piece concentrating on using a magic item must do so as his or her action.
2 electrum pieces (ep) = 1 gold piece When items have the effect of spells whose effects change with level,
5 gold pieces (gp) = 1 platinum piece (pp) consider the power of the item to be as a 6th level spell caster.
100 cp = 10 sp = 2 ep = 1 gp = 1/5 pp
CURSED ITEMS: A character with a cursed item will not want to get rid
GEMS: The value of gems is determined by rolling percentage dice of it, and will use it whenever possible. Such characters will fight to
and consulting the table below: keep these items, if necessary. Only Remove Curse, Dispel Evil, or
similar spells, will free a character from a cursed Item.
Die Roll (d%) Value of Gem
01-20 10 gp CHARGES: Many items will have a limited number of charges (uses).
21-45 50 gp When the last charge is used, the item is not magical anymore. It is not
46-75 100 gp possible to find out how many charges an item has, and such items
76-95 500 gp cannot be recharged.
96-00 1,000 gp
After finding the total value of all the gems in a treasure, the DM may GENERAL MAGIC ITEM TABLE
combine or split them into different numbers of gems at any values. Die Roll (d%) Magic Subtable
Example: 5 gems worth 100 gp each might be placed as 1 gem worth 01-20 Sword
500 gp, 50 gems worth 10 gp each, or 10 gems worth 10 gp each plus 21-30 Armor
4 gems worth 100 gp each. 31-35 Miscellaneous Weapon
36-55 Potion
JEWELRY: A piece of jewelry is worth from 300-1,800 gp, determined 56-85 Scroll
by rolling 3d6 and multiplying the result by 100. Jewelry can be 86-90 Ring
damaged by such things as very hot fire, lightning bolts, crushing, and 91-95 Wand/Staff/Rod
other rough treatment. 96-00 Miscellaneous Magic
Damaged jewelry is worth ½ of its normal value. As with gems, the DM Magical items in parentheses are appropriate for lower level
may change the amount and value of the jewelry found. The DM may characters (levels 1-3). When stocking an area for 1st - 3rd level
choose to allow jewelry of greater value than that given, although this characters, it is recommended that the DM only use magic items listed
is not advised for low level characters. in parentheses.

CHAPTER 7: REWARDS 149


SWORD SUBTABLE MISCELLANEOUS WEAPON SUBTABLE
Die Roll (d%) Sword Type Die Roll (d%) Weapon Type
01-40 (Sword +1) 01-10 (Arrows, +1), 2d6 found
41-46 (Sword +1, +2 vs. lycanthropes) 11-12 (Arrows +1), 3d10 found
47-52 (Sword +1, +2 vs. spell users) 13-18 Arrows +2, 1d6 found
53-57 (Sword +1, +3 vs. undead) 19-28 (Crossbow Bolts +1, 2d6 found)
58-62 (Sword +1, +3 vs. dragons) 29-33 (Crossbow Bolts +2, 1d6 found)
63-67 Sword +1, +3 vs. regenerating creatures 34-37 (Darts +1, 1d6 found)
68-72 Sword +1, +3 vs. enchanted monsters 38-40 (Bow +1)
73-80 (Sword +1, casts Light on command) 41-49 (Axe +1)
81-83 Sword +1, casts Locate Object on command 50-52 Axe +2
84-87 Sword +1, flames on command 53-60 (Mace +1)
88 Sword +1, drains life energy 61-63 Mace +2
89 Sword +1, grants 1d4 Wish spells 64 Mace +3
90-92 Sword +2 65-67 (Dagger +1)
93-94 Sword +2, casts Charm Person 68 Dagger +2, +3 vs. orcs, goblins, and kobolds
95-96 Sword +3 69-75 (War Hammer +1)
97-98 (Sword -1, cursed) 76-80 War Hammer +2
99-00 Sword -2, cursed 81 War Hammer +3, Dwarven Thrower
82-87 (Sling +1)
88-95 (Spear +1)
96-99 Spear +2
00 Spear +3

POTION SUBTABLE
Die Roll (d%) Type of Potion
01-03 Clairaudience
04-07 Clairvoyance
08-10 Control Animal
11-13 Control Dragon
14-16 Control Giant
17-19 Control Human
20-22 Control Plant
23-25 Control Undead
26-28 (Diminution)
29-35 Delusion
36-39 (ESP)
40-43 Fire Resistance
44-47 Flying
48-51 (Gaseous Form)
52-55 Giant Strength
56-59 (Growth)
60-63 (Healing)
64-68 Heroism
69-72 (Invisibility)
73-76 Invulnerability
77-80 (Levitation)
81-84 Longevity
85-86 (Poison)
87-89 Polymorph Self
ARMOR SUBTABLE
90-97 Speed
Die Roll (d%) Armor Type 98-00 Treasure Finding
01-20 (Shield +1)
21-35 (Armor +1)
36-45 (Armor +1, Shield +1)
46-55 Shield +2
56-60 Armor +2
61-65 Armor +2, Shield +2
66-70 Shield +3
71-73 Armor +3
74 Armor +3, Shield +3
75-80 Cursed Shield -2
81-82 Cursed Armor -2
83-85 Cursed Armor -1
86-88 Cursed Shield, Armor Class 10
89-90 (Cursed Armor, Armor Class 10)
91-93 Armor +2, Shield +1
94-95 Armor +1, Shield +2
96 Armor +1, Shield +3
97 Armor +3, Shield +1
98 Armor +3, Shield +2
99 Armor +2, Shield +3
00 Cursed Armor -2, Shield +1

CHAPTER 7: REWARDS 150


SCROLL SUBTABLE
Die Roll (d%) Type of Scroll*
01-15 (Spell Scroll: 1 spell)
16-25 (Spell Scroll: 2 spells)
26-31 (Spell Scroll: 3 spells)
32-34 Spell Scroll: 5 spells
35 Spell Scroll: 7 spells
36-40 (Cursed Scroll)
41-50 (Protection from Lycanthropes)
51-60 (Protection from Undead)
61-70 Protection from Elementals
71-75 Protection from Magic
76-79 (Treasure Map; 1d4 x 1,000 gp value)
80-84 Treasure Map: 5d6 x 1,000 gp value
85-86 Treasure Map: 6d6 x 1,000 gp value
87-88 Treasure Map: 5d6 x 1,000 gp value plus 5d6 gems
89-90 Treasure Map: 10d6 gems plus 2d10 jewelry
91-93 (Treasure Map: 1 magic item)
94-95 Treasure Map: 2 magic items
96 Treasure Map: 3 magic items (no swords)
97 Treasure Map: 3 magic items and 1 potion
98 Treasure Map: 3 magic items, 1 potion and 1 scroll
99 Treasure Map: 5d6 x 1,000 gp and 1 magic item
00 Treasure Map: 5d6 gems and 2 magic items

* 25% of spell scrolls with have cleric spells.

RING SUBTABLE
MISCELLANEOUS MAGIC SUBTABLE
Die Roll (d%) Type of Ring
01-05 (Control Animal) Die Roll (d%) Miscellaneous Magic Type
06-10 Control Human 01-03 Amulet vs. Crystal Ball and ESP
11-16 Control Plant 04-05 (Bag of Devouring)
17-26 Delusion 06-11 (Bag of Holding)
27-29 Djinni Summoning 12-16 Boots of Levitation
30-39 (Fire Resistance) 17-21 Boots of Speed
40-50 (Invisibility) 22-25 (Boots of Traveling and Leading)
51-65 (Protection +1) 26-31 Broom of Flying
66-70 Protection +1, 5’ Radius 32-35 Crystal Ball
71-72 Regeneration 36-37 Crystal Ball with Clairaudience
73-74 Spell Storing 38 Crystal Ball with ESP
75-80 Spell Turning 39 Drums of Panic
81-82 Telekinesis 40 Efreeti Bottle
83-88 (Water Walking) 41-42 Displacer Cloak
89-94 (Weakness) 43 Bowl of Commanding Water Elementals
95-96 Wishes, 1d2 44 Brazier of Commanding Fire Elementals
97 Wishes, 1d3 45 Censer of Controlling Air Elementals
98 Wishes, 1d3+1 46 Stone of Controlling Earth Elementals
99-00 X-Ray Vision 47-56 (Elven Cloak and Boots)
57 Flying Carpet
WAND/STAFF/ROD SUBTABLE 58-64 (Gauntlets of Ogre Power)
65-66 Girdle of Giant Strength
Die Roll (d%) Type
67-77 (Helm of Alignment Changing)
01-08 (Rod of Cancellation)
78 Helm of Telepathy
09-11 Staff of Commanding * †
79-83 (Helm of Reading Language and Magic)
12-21 (Staff of Healing) †
84 Helm of Teleportation
22-23 Staff of Power *
85 Horn of Blasting
24-28 (Snake Staff) *
86-90 (Medallion of ESP, 30’)
29-31 Staff of Striking * †
91-93 Medallion of ESP, 90’
32-34 Staff of Withering †
94 Mirror of Life Trapping
35 Staff of Wizardry *
95-97 (Rope of Climbing)
36-40 (Wand of Enemy Detection) *
98-00 Scarab of Protection
41-45 Wand of Metal Detection *
46-50 Wand of Secret Door Detection *
51-55 Wand of Trap Detection *
61-65 Wand of Fear *
66-70 Wand of Cold *
71-75 Wand of Fire Balls *
76-80 Wand of Illusion *
81-85 Wand of Lightning Bolts *
86-90 Wand of Negation *
88-95 (Wand of Paralyzation) *
96-99 Wand of Polymorph *
* Usable by magic-users and elves only
† Usable by cleric only

CHAPTER 7: REWARDS 151


Magic Item Descriptions 1. Special Purpose: A sword will have a special purpose if a roll of 20
on 1d20 is made (the DM may choose to omit this roll, carefully placing
SWORDS all special purpose swords, as they are both very powerful and very
All magic swords are listed with a plus or minus (for example, a sword rare). Any sword with a special purpose will have Intelligence and Ego
+1 or a cursed sword -1). The number is the amount added to or scores of 18.
subtracted to attack and damage rolls made with that weapon. Special purpose is given to some rare swords by their supernatural
creator. The following list gives some special purposes which may be
Example: A sword +1 would adjust a roll of 17 to 18, and if 5 points of
used, or the DM may invent others. Only one special purpose may be
damage were rolled, 6 would actually be inflicted.
given to any one magic sword.
Once a cursed sword weapon is used in battle it may not be gotten D6 Roll Special Purpose
rid of except by use of a Remove Curse or Dispel Evil spell. 1. Slay magic-users (including elves)
Some magic swords have additional abilities or intelligence. For 2. Slay clerics
example, a sword +1, +2 vs. lycanthropes would give a bonus of +2 to 3. Slay fighters (including dwarves and halflings)
attack damage rolls (instead of the normal +1) when used against any 4. Slay monster (roll for one type randomly)
were-creature. The intelligence of swords is described later. 5. Defeat Law (if sword is Lawful, Defeat Chaos)
6. Defeat Chaos (if sword is Chaotic, Defeat Law)
The DM may select the type of sword found or may determine their
When used for its special purpose, the sword will gain one added
type as follows:
ability, according to its alignment.
D6 Roll Type of Sword • Lawful swords will paralyze a Chaotic opponent upon a hit unless
1-2 Short Sword the victim makes a DC 15 Strength Saving Throw.
3-5 Sword • Neutral swords will add + 1 to all of the user’s Saving Throws.
6 Two-Handed Sword
• Chaotic swords will turn a Lawful opponent to stone upon a hit
Sword +1, casts Light on command: This sword may be used to cast unless the victim makes a DC 15 Wisdom Saving Throw.
Light in the same manner as the 1st level magic-user spell. Example: A Lawful sword with a special purpose to slay magic-users
Sword +1, casts Locate Object on command: Once per day, this sword will only try to paralyze Chaotic magic-users.
may be used to cast Locate Object in the same manner as the 2nd
level magic-user spell. 2. Intelligence: Each intelligent sword has an Intelligence score, one or
more primary powers, possibly an extraordinary power, and a method
Sword +1, drains life energy: When this sword hits, it will drain one life of communication.
level or Hit Die (like a spectre) on a roll of a natural 20, in addition to D20 Roll Intelligence Power Method of Communication
the normal damage done. This energy drain can be resisted with a DC 1-14 None None None
15 Constitution Saving Throw. The sword can only drain 9 levels, after 15 7 1 primary Empathy
which it becomes a normal magical sword +1. 16 9 2 primary Empathy
Sword +1, flames on command: This sword will blaze with flames when 17 11 3 primary Empathy
commanded by the user. It will remain flaming until commanded to 18 13 3 primary Speech
go out. While flaming, it gives a bonus of +2 to attack and damage 19 16 3 primary * Speech
rolls against trolls, pegasi, hippogriffs, and rocs; and a +3 bonus to 20 18 3 primary * † Speech
attack and damage rolls against treants and undead monsters. * Plus Read Magic at will
† Plus one extraordinary ability
Damage from this sword is treated as fire damage (for example, trolls
Empathy means that the user of the sword will somehow know what
cannot regenerate damage inflicted by it). It will cast light and burn
the sword’s powers are and how to use them.
as a torch (when used against a web, for example).
3. Languages: Speaking swords will talk aloud, usually telling the user
Sword +1, grants 1d4 Wishes: This sword will grant 1d4 Wishes. A Wish
what is desired. Any sword that can Read Magic can read written
can be cast by holding the sword and stating the wish. Once the
information in any language it can speak. A talking sword will always
sword is used in this manner, one of the wishes is gone. Wishes are very
know its alignment language, in addition to the number of languages
powerful magic, and should be used (and handled by the DM) with
rolled. The DM will have to choose which languages are known by a
great care. See page 63 for details on the Wish spell.
sword.
Sword + 2, casts Charm Person: This sword can cast a Charm Person, D100 Roll Number of Languages
in the same manner as the 1st level magic-user spell, up to 3 times per 01-50 1
week. The effects are the same as the spell. 51-70 2
71-85 3
86-95 4
96-99 5
00 Roll again twice, and add the results.

4. Alignment: Determine the alignment of the intelligent sword (roll


1d20):
D20 Roll Alignment
1-8 Lawful
Intelligent Swords: Certain magic swords may be intelligent and have 9-12 Neutral
other special abilities, as well. The DM can create special intelligent 13-20 Chaotic
magic swords or roll them randomly, using the following procedure. An A sword’s alignment cannot be detected until it is handled. If the
intelligent sword should be played by the DM, just like an NPC creature handling the sword is of the same alignment, there will be no
character. adverse effects. However, if the alignment is different, the user will take
Rolling Up a Magic Sword some damage each round in which the sword is touched or held,
1. Find out if the sword has a special purpose (Optional: 1d20). according to the following chart:
2. Determine the sword’s Intelligence score (1d20). User’s Alignment Sword’s Alignment Damage per Round
3. Find the languages (if any) known by the sword (d%). Lawful Neutral 1d6
4. Determine the alignment of the sword (1d20). Lawful Chaotic 2d6
5. Find the primary powers of the sword (d%). Neutral Lawful or Chaotic 1d6
6. Roll for an extraordinary power (if any, d%). Chaotic Lawful 2d6
7. Roll for the sword’s Ego score (1d12+6). Chaotic Neutral 1d6

CHAPTER 7: REWARDS 152


5. Primary Powers: Roll d% to find any Primary powers a sword might Clairaudience: This power will allow the user to hear noises (including
have. The number of primary powers depends on the swords speech) in an area up to a range of 60’ through the ears of a willing
Intelligence score (see section 2 above). Duplicate results should be creature in that area (unless blocked by lead). If unwilling, a target
rolled again, unless noted otherwise in the description below. creature may make a DC 15 Intelligence Saving Throw to block the
D100 Roll Primary Power caster from hearing through its ears. The user must concentrate in
01-15 Detect Shifting Walls and Rooms order to hear what the creature hears.
16-30 Detect Sloping Passages Clairvoyance: This power will allow the user to see an area up to 60’
31-40 Find Secret Doors away through the eyes of a willing creature in that area, unless
41-50 Find Traps blocked by lead. If unwilling, a target creature may make a DC 15
51-60 See Invisible Objects Intelligence Saving Throw to block the caster from seeing through its
61-70 Detect Evil (Good) eyes. The user must concentrate in order to “see.”
71-80 Detect Metal
81-90 Detect Magic ESP: The user of the sword may scan a 60’ conical area for thoughts,
91-95 Detect Gems as per the ESP spell (see page 43). The Saving Throw DC is 14.
96-99 Roll for 1extraordinary power (see section 6 below)
00 Roll twice more on this table Extra Damage: This power will increase the user’s strength when striking
for 1 minute (6 rounds). During this time, the user will inflict twice the
Unless otherwise noted, one primary power may be used each round, normal damage on each successful hit (but has no better chances to
and activation requires that the user have the sword in hand and uses hit). Each duplicate roll of this power increases the multiplier by 1 (to 3
an action to Use an Object (see page 81). times, 4 times, etc.). Once activated, this power does not require
concentration on the user’s behalf.
Detect Evil (Good): The sword will be able to detect one of these
intentions up to a range of 20’. (Animals and traps are neither evil nor Flying: The user of the sword may fly as if using the 3rd level magic-user
good.) Fly spell, for a maximum of 3 turns. Once activated, this power does
not require concentration on the user’s behalf.
Detect Gems: The sword can detect any type of gems (and will tell the
number of them) within a range of 60’ (unless blocked by lead). The Healing: The sword will heal up to 6 points of damage at the rate of 1
sword will point in the direction of the gems. This power can only be Hit Point per round. This power may only be three times per day. Once
used three times per day. activated, this power does not require concentration on the user’s
behalf.
Detect Magic: The sword can detect any magic spell or item within
20’, and will cause the magic item (when commanded) to glow. This Illusion: This power allows the user to create one Phantasmal Force
power can only be used three times per day. spell (as the 2nd level magic-user spell).
Detect Metal: The sword can detect metal of any type requested up Levitation: The user of the sword may levitate as if using the 2nd level
to a range of 60’ (unless blocked by lead). It will point in the direction magic-user’s spell of the same name, for a maximum of 3 turns (30
of the material. This power can only be used three times per day. minutes). Once activated, this power does not require concentration
on the user’s behalf.
Detect Shifting Walls and Rooms: The sword can find shifting walls and
rooms within a range of 10’. Telekinesis: The user of the sword may move up to 200 pounds of
weight by concentration alone. See the magic-user’s spell of the same
Detect Sloping Passages: The sword can locate sloping passages
name for more information.
within a 10’ range.
Telepathy. This power will allow the user to perform the same powers
Detect Traps: The sword can detect traps of any type within 10’, but
as ESP (above). but also gives the ability to “send” thoughts to the
only three times per day.
creature contacted (as a helm of telepathy). The creature may refuse
Find Secret Doors: The sword can locate all secret doors within a 10’ to answer. The Saving Throw DC is 14.
range. This power can only be used three times per day.
Teleportation: This power allows the user of the sword to teleport (as
See Invisible Objects: The sword can see invisible and hidden objects the 5th level magic-user spell).
(but not secret doors) within 20’.
X-ray Vision: This power produces the same effect as a ring of X-ray
vision (the ability to see through anything, except gold or lead).
6. Extraordinary Powers: If the intelligent sword has an extraordinary
power, roll d% on the table below. Duplicate results should be rolled
again unless noted otherwise.
Die Roll Extraordinary Power
01-10 Clairaudience
11-20 Clairvoyance
21-30 ESP
31-40 Telepathy
41-50 Telekinesis
51-59 Teleportation
60-68 X-ray Vision
69-77 Illusion
78-82 Levitation
83-87 Flying
88-92 Healing (duplicate allowed)
93-97 Extra damage (duplicate allowed)
98-99 Make two more rolls on this table
00 Make three more rolls on this table
As with primary powers, the user must have the sword in hand and
must take the Use an Object action (see page 81) in order to activate
an extraordinary power. Some extraordinary powers require
continued concentration on the wielder’s part (see both Duration and 7. Ego: To determine the Ego score of an intelligent (non-special
Concentration Checks on page 25). purpose) sword, roll 1d12 and add 6 to the result. The Ego of the sword
Any Extraordinary power is only usable three times per day unless is a measure of the force of its personality. A sword with high
noted otherwise. Intelligence and Ego may try to control its user. The DM should make a
control check at certain times.

CHAPTER 7: REWARDS 153


Control Checks: An intelligent sword must be checked to see if it unarmored while wearing or using it. Once revealed, it may only be
controls its user in five different situations: removed with a Remove Curse or Dispel Evil spell.
1. When the character first handles the sword. Example: A fighter wearing plate mail armor and using a shield (but
2. When the character is wounded to a point where half of his or her with no Dexterity adjustments) has an Armor Class of 18. If that
Hit Point total is gone. character uses a shield +1, the Armor Class is raised to 19.

3. When the character acquires any other magic weapon. The type of magical armor found, and its encumbrance, is determined
by rolling a d8 and consulting the following table:
4. When a character of a different alignment tries to use it.
D8 Roll Armor Type Weight Base Armor Class
5. When a situation arises where the special purpose of the sword (if 1-2 Leather 7.5 lbs. 13
applicable) can be used. 3-6 Chain Mail 15 lbs. 15
7-8 Plate Mail 22.5 lbs. 17
To make the control check, the DM must find the Will score of the user
and of the sword. When the Will scores are found, the being with the
WEAPONS
higher total Will score, either character or sword, will control the
When a magic weapon is used, the user adds the magical adjustment
actions of the character.
to the attack and damage rolls. Several weapons also have a special
Will Score: An intelligent sword’s Will score is found by adding the adjustment which is only used when fighting a special type of monster.
sword’s Intelligence, Ego, and bonuses. The sword gets a bonus of +1 Normal weapon restrictions for character classes also apply to
to the Will score for each extraordinary power it has. magical weapons. 50% of all magical arrows or bolts fired may be
recovered as re-used as nonmagical arrows or bolts.
A character’s Will score is found by adding the character’s
Intelligence, Wisdom, and Charisma scores, with a penalty applied Example: A cleric cannot use a sword, so a cleric cannot use a
due to wounds, as follows: if the character has lost no more than ½ his magical sword either.
or her original Hit Points, 1-4 (1d4) points are subtracted. If the Once a cursed weapon is used in battle it may not be gotten rid of.
character has lost more than ½ of his or her original Hit Points, 2-8 (2d4) The owner will feel compelled to get it back if it is thrown away and
points are subtracted from their Will score. will always draw the cursed weapon in battle. Only a Remove Curse
Sword in Control: If a sword controls a character, the DM must decide or Dispel Evil spell can help a character get free of the curse.
on the actions of the sword in certain situations. These may include: The DM may select the types of magical axes, bows, darts, hammers,
• Leading the user past other magic weapons found, or discard maces, or spears found or may determine their type as follows:
other weapons. Axes Hammers
• Forcing the user to charge into combat to win glory for itself. D6 Roll Type of Axe D6 Roll Type of Hammer
Forcing the user to surrender to an opponent - either one more 1-2 Hand axe 1-3 Throwing hammer
worthy of the sword or one easier to control. 3-6 Battle axe 4-6 War hammer
• Forcing the user to spend most of his or her money on items for the
sword (jeweled fittings, fancy scabbards, special magical Bows Maces
protection, etc.). D6 Roll Type of Bow D6 Roll Type of Mace
The control will last until the sword is satisfied or until the situation which 1-3 Short bow 1-5 Mace
caused the control check has passed. 4-6 Long bow 6 Two-handed mace

ARMOR Darts Spears


The bonus of any non-cursed magic armor or shield is added to the D6 Roll Type of Dart D6 Roll Type of Spear
character’s Armor Class. 1-3 Dart 1-3 Spear
Cursed armor will seem to all tests to be armor +1 until worn in actual 4-6 Javelin 4-5 Pole arm
deadly combat. It is then revealed as cursed. The penalty is applied 6 Trident
to the character’s Armor Class. If the cursed armor bestows Armor
Class 10, then the character is considered to be completely

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POTIONS and entangle victims in the area (as the Entangle spell). Plants in the
area get no Saving Throw to resist control.

Control Undead: The user may control 3-18 (3d6) Hit Dice of undead
monsters. The undead will be hostile when the control ends. Undead
creatures get no Saving Throw to resist control.

Delusion: This potion acts as a ring of delusion for 7-12 (1d6+6) turns.

Diminution: Anyone taking this potion will immediately shrink to 6” in


height, and can do no damage when physically attacking a creature
larger than 1’. The user can slip through small cracks and has a +10
bonus to all Dexterity (Stealth) checks while small.

ESP: This potion will have the same effect as the ESP spell.

Fire Resistance: The user receives immunity to normal fires. In addition,


he or she gets a +2 bonus on Saving Throws versus fire attacks and
takes ½ damage from all fire or heat-based attacks.

Flying: The user may fly as per the magic-user spell of the same name.
Potions are usually found in small glass vials, similar to Holy Water. Each
potion has a different smell and taste, even two potions with the same
effect. Unless stated otherwise, the effect of any potion lasts 7-12
(1d6+6) turns. Only the DM should know the exact duration. The entire
potion must be drunk to have this effect. A potion may be sipped to
discover its type and then used later. Drinking a potion requires the use
of the Use an Object action (see page 81).
If a character drinks a potion while another potion is still in effect, that
character will become sickened for 3 turns (half an hour) and neither
potion will have any further affect. Sickened creatures suffer a -2
penalty to Strength and Dexterity checks, as well as attack and
damage rolls, and take a -2 penalty to their Armor Class. The
Movement Rate of sickened creatures is reduced by half. Healing
potions and longevity potions, which have instantaneous durations,
are exempt from this rule. Each type of potion is described hereafter.

Clairaudience: The user may hear noises (including speech) in an area


up to 60’ away through the ears of a willing creature in that area
(unless blocked by lead). If unwilling, a target creature may make a
Gaseous Form: Upon drinking this potion, the user’s body will take the
DC 15 Intelligence Saving Throw to block the caster from hearing
form of a cloud of gas. Anything the user is carrying or wearing will fall
through its ears. The user must concentrate in order to hear what the
through the gaseous body to land on the floor. The user will keep
creature hears.
control over his or her body, and can move through small holes in
Clairvoyance: The user may see an area up to 60’ away through the walls, chests, and so forth. Any creature or character in gaseous form
eyes of a willing creature in that area (unless blocked by lead). If cannot attack or cast spells, but has an AC of 22 and cannot be
unwilling, a target creature may make a DC 15 Intelligence Saving harmed by non-magical weapons.
Throw to block the caster from seeing through its eyes. The user must
concentrate in order to see what the creature sees. Giant Strength: The user will gain the strength of a giant. The effect may
not be combined with other Strength-adjusting magic items (such as
Control Potions: When using these potions, the caster must see the gauntlets of ogre power). The user may throw small boulders for 3-18
controlled creatures in order to direct their actions. The controlled (3d6) points of damage. The close range for thrown boulders is 40’. In
creatures cannot be forced to kill themselves, cast spells, or take addition, the character’s Strength modifier becomes +6 while the
obviously self-destructive actions. While controlling creatures by using potion is in effect.
a potion, the user must maintain concentration (see Duration on page
25). Growth: This potion causes the user to grow to twice normal size,
doubling their carrying capacity, granting a +2 bonus to all Strength
Control Animal: The user may control up to 3-18 (3d6) Hit Dice of checks, as well as all to melee damage rolls. The damage dealt by
animals (normal or giant but not fantastic or magical). When the their weapons increases to the next higher die type (i.e., from a d4 to
control ends, the animals will leave the area if they can. Animals get a d6). The user’s Hit Points, however, will not increase.
no Saving Throw to resist this control.
Healing: This potion heals like the clerical Cure Light Wounds spell,
Control Dragon: The user may control up to 1d3 dragons of one drinking this potion will restore 2-7 (1d6 +1) lost Hit Points.
particular type (chosen or randomly determined by the DM). Note
that there are therefore 10 different types of this potion. A dragon thus Heroism: A normal human, fighter, dwarf, or halfling will gain the Hit
controlled will do what is commanded of it. The dragon will be hostile Dice, Hit Points, and all abilities of a high-level fighter, as follows:
when the control ends. Dragons get no Saving Throw to resist control. Class Effect
Control Giant: The user may control 1d4 giants of one type. The DM Normal dwarf, elf, halfling, or human Becomes a 4th level fighter
determines the particular type affected. Giants get no Saving Throw Dwarf, elf, fighter, or halfling level 1-3 Gains 3 levels
to resist control. Dwarf, elf, fighter, or halfling level 4-7 Gains 2 level
Dwarf, elf, fighter, or halfling level 8-10 Gains 1 level
Control Human: The user may cast a Charm Person spell at will (to a Dwarf, elf, fighter, or halfling level 11+ No effect
maximum of once per round) at any human within 60’. This potion
allows a maximum of 6 Hit Dice of humans (normal men count as ½ of Invisibility: This potion will have the same effects as an Invisibility spell.
a Hit Die each) to be charmed. Each victim may make a DC 15 The DM may allow players to sip this potion 6 times for a shorter potion
Charisma Saving Throw to resist the charm. duration.

Control Plant: The user may control all plants and plant-like creatures Invulnerability: The potion improves the user’s Armor Class by 2, and
(including monsters) in a 30’ radius sphere up to 60’ from the user. The gives a bonus of +2 on all Saving Throws.
controlled plants will respond to the user’s will, and can twist, writhe,

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Levitation: Drinking this potion will have the same effects as a Protection from Lycanthropes: When read, this scroll will protect all
Levitation spell. those within the circle from 6d6 Hit Dice of lycanthropes for 6 turns.

Longevity: The user’s age category is lowered by one category Protection from Magic: This scroll will create a circle of protection (10’
immediately: from old age to middle age, from middle age to radius) around the reader. No spells, or spell effects (from items, for
adulthood, or from adulthood to adolescence. The effect is example), may enter or leave the protected area. The effect will last
instantaneous and cannot be dispelled. for 1d4 turns, and may not be broken by any means short of a Wish.
The area will move with the reader.
Poison: Poisons look like normal magic potions. If any amount of this
potion is swallowed, even a sip, the user must make a DC 15 Protection from Undead: When read, this scroll will protect all those
Constitution Saving Throw or die in 6 rounds (1 minute). within the circle from 8d6 Hit Dice of undead for 6 turns.

Polymorph Self: The user may change shape as the spell of the same Spell Scroll: These scrolls may have 1, 2, or 3 spells written on them. If
name. more than one spell is written on a scroll only the spell cast will
disappear when read. Spell scrolls may have either magic-user/elf
Speed: This potion allows the character who drinks it to function as if spells (75%) or clerical spells (25%).
under the effects of a Haste spell.
Magic-user and elf spells are written in a magical language and
Treasure Finding: The user may, when concentrating, detect the require that the spellcaster use a Read Magic spell in order to
direction and distance of the largest treasure within 400’ (unless understand the scroll so that it may be used later. Clerical scrolls are
blocked by lead). written in the Common tongue, but only clerics have the spiritual
contacts necessary to make the spell work. Magic-users and elves
SCROLLS cannot use clerical scrolls, nor can clerics read magic-user or elf scrolls.
A scroll is a piece of old paper or parchment upon which a high level
The DM may choose the spells on a scroll, or the spells may be
magic-user, elf, or cleric has written a magical formula. To use a scroll
determined randomly by rolling percentile dice (d%) to find the level
there must be enough light to read by, and the scroll must be read
of the spell.
aloud.
Die Roll Level of Spell
A scroll can only be used once, for the words will fade from the scroll
01-25 1st level
when they are read aloud. A spell scroll can only be read by a magic-
26-50 2nd level
user, elf, or cleric, but a protection scroll or a treasure map can be
51-70 3rd level
read by anyone.
71-85 4th level
86-95 5th level
96-00 6th level

Treasure Maps: The map should show a route to the location of a


treasure either in a dungeon or the wilderness. Sometimes maps are
only partially complete, or are written in the form of riddles, and can
only be read by using a Comprehend Languages spell.
A treasure map should be made by the DM in advance, and should
show the location of some treasure hoard in the dungeon. The DM
may choose any types of treasures to equal the total value given.
Cursed Scrolls: Unfortunately, when any writing on a cursed scroll is These treasures should be guarded by monsters, traps, or magic. The
looked at, the reader will immediately be cursed, getting no Saving usual guardian for a treasure of this size is a monster from the
Throw to avoid the scroll’s effects. It is up to the DM to make up each Wandering Monster Table for dungeon levels 5-6 or, possibly, greater
curse. Examples of a few common ones are: (see page 175).
1. The reader turns into a frog (or some other harmless animal).
The DM may want to prepare several treasure maps.
2. A wandering monster of the same level as the reader appears next
to the reader and attacks with surprise. RINGS
3. One magic item owned by the reader disappears (the item is A magical ring must be worn on a finger or thumb to be used. A ring
chosen or randomly determined by the DM). may also be carried and put on when desired. Only one magic ring
can be worn on each hand. If more than that are worn, none of the
4. The reader loses one level of experience. 1st level characters
rings will function, with the exception of a ring of weakness (see
become a normal human, elf, dwarf, or halfling with no class levels.
below). Any ring may be used by any character class.
5. One of the reader’s prime requisites must be rerolled.
Animal Control: The wearer of this ring may command 1-6 normal or 1
6. Wounds will take twice as long to heal, and healing spells only
giant-sized animal(s) and the animals are not allowed a Saving Throw.
restore half normal amounts.
The ring will not control intelligent animal races or fantastic or magical
Only a Remove Curse spell can remove the curse of this nature. monsters. The wearer must be able to see the animals to control them.
However, the DM may allow the cursed characters to remove it by
The control will last for as long as the wearer concentrates on the
completing a special adventure or performing a worthy but difficult
animals (see Duration on page 25). When the wearer stops
task.
concentrating, the animals will be free to attack their controller or run
Protection Scrolls: A protection scroll may be read by any character away (controlled animals will be hostile to the ring’s wearer).
who can read the Common tongue. Activating the ring requires a Use an Object action (see page 81) by
the wearer. This ring can only be used once per day.
When read, it creates a circle of protection with a 10’ radius (unless
the description or the DM states otherwise), which moves with the Control Human: The wearer may cast a powerful Charm Person spell,
reader at its center. It will prevent any of the given creatures from as the magic-user spell of the same name. The victim may make a DC
entering this circle, but does not prevent spell or missile attacks from 15 Charisma Saving Throw to resist the effect.
those creatures.
The wearer may control up to 6 Hit Dice of humans at one time (normal
The circle will be broken if anyone protected attacks one of the given humans count as ½ Hit Die each). Controlled persons may not cast
creatures in melee combat. Protection scrolls are detailed below. spells or take self-destructive actions. The control will last until dispelled
by a magic-user, cancelled by the wearer of the ring, or until the ring
Protection from Elementals: This scroll will create a circle of protection
is removed. Activating the ring requires a Use an Object action by the
(10’ radius) around the reader. No elemental can attack those within
wearer. This ring may be used once per day.
the protection, unless attacked first in melee combat. Once attacked,
an elemental creature may attack in return. The effect will last for 2 Control Plant: The wearer may animate and control all plants and
turns and will move with the reader. plant-like creatures (including monsters) within a 10’ radius spherical

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area, up to a range of 60’. The controlled plants will respond to the X-ray Vision: The wearer may see up to 30’ through a wall and into the
user’s will, and can twist, writhe, and entangle victims in the area (as space beyond. The effect is blocked by gold or lead. The wearer can
the Entangle spell). The control will last as long as the wearer inspect one 5’ x 5’ area per minute and will be able to see any traps
concentrates on the desired effects. Activating the ring requires a Use or secret doors in the area examined.
an Object action by the wearer. This ring may be used once per day. Any items less dense than stone (such as cloth, wood, and water) can
Delusion: The wearer will think that this ring is any one of the other types be seen through easily, to a range of 60’. To use the ring, a character
of rings. The DM should make every effort to fool the wearer, and to must stand still and concentrate. The ring may be used for up to 1 turn
keep the discovery of the ring’s actual power a secret until some per hour.
crucial time in the game. Some suggested misleading types include
the delusions of a ring of protection or ring of spell turning. WANDS, STAVES, AND RODS
A wand is a thin smooth stick about 1½’ long. A rod is similar, but 3’
Djinni Summoning: This ring summons a certain djinni from the long; and a staff is 2” thick and 6’ long.
Elemental Plane of Air. The djinni will faithfully obey and serve the
A rod may be used by any character class, but a staff or wand may
wearer of the ring for 1 day. If the djinni is slain, the ring becomes
only be used by a spellcaster. Wands may only be used by magic-
nonmagical and worthless. Activating the ring requires a Use an
users or elves.
Object action by the wearer. This ring may be used once per week. If
once more that once per week, there is a cumulative 25% chance per The users of the staves explained below are noted after the name of
additional use that the djinni will become hostile towards the ring’s the item (and on the chart on page 151) using the symbols “*” for
wearer. staves that can be used by both magic-users and elves and “†” for
staves that can be used by clerics.
Fire Resistance: The wearer of this ring will not be harmed by normal
fires and gains a bonus of +2 on any Saving Throws against fire. In Unless specified otherwise, a wand has 2-20 (2d10) charges and a staff
addition, the wearer takes ½ damage from all fire or heat-based 3-30 (3d10) charges when found. Each use of a power will use 1
attacks. charge. Each item may be used a maximum of once per round (by
taking the Use an Object action) until all the charges are exhausted.
Invisibility: The wearer becomes invisible, as the magic-user spell, for Each item is described below:
as long as the ring is worn. The invisibility ends if the wearer attacks any
creature or casts any spell targeting a foe or whose area of effect Rod of Cancellation: This rod will only work once but will drain a
includes a foe. The wearer can use the ring once per turn. Activating magical item it hits of all magic, making that item forever nonmagical.
the ring requires a Use an Object action by the wearer. The target is treated as having an Armor Class of 10 plus the bearer’s
Dexterity modifier.
Protection +1: This ring will make the wearer’s Armor Class better by 1.
For example, a magic-user with no armor (AC 11) would have AC 12
when wearing it. The ring will also give a bonus of +1 to all of the
wearer’s Saving Throw rolls.

Protection +1, 5’ Radius: This ring improves the wearer’s Armor Class
and Saving Throws by 1 (as a normal ring +1), but also gives the same
bonus to all friendly creatures within 5’ of the wearer.
Example: Three fighters in one rank would gain this bonus if the middle
one were wearing the ring.

Regeneration: The wearer will regenerate lost Hit Points at the rate of 1
per round. It will also replace lost limbs; a finger will regrow in 24 hours
and a limb can be replaced in one week. Fire and acid damage
cannot be cured by this ring.

Spell Storing: This ring will have 1-6 (1d6) spells stored in it when found.
Once the ring is put on the wearer will know what spells are in the ring
and how to cast them from it. The ring will hold only the spells in it when
found; the exact spells may never be changed.
Snake Staff (†): This staff +1 inflicts 2-7 (1d6+1) points of damage on a
After a spell is used, the ring may be recharged by a spellcaster, who successful hit. Upon command, it will turn into a snake (Armor Class 15,
must cast the replacement spell directly at the ring. The ring will not 3 Hit Dice, 20 Hit Points, 20’ Movement Rate) and will coil around the
absorb spells thrown at the wearer. The spells in the ring will have the creature hit. The command may be spoken as a free action when the
duration, range, and effect equal to the lowest level needed to cast victim is hit. A Small- or Medium-sized foe will be grappled for 1d4 turns
them. The DM should select the type of spells in the ring; about 20% of unless it makes a DC 15 Strength check to resist this effect.
these rings contain only clerical spells.
The creature remains grappled until the snake is ordered by the owner
Spell Turning: This ring will prevent 1d4 spells per day from affecting the to release the victim, the snake is killed, or the grappled foe makes a
wearer by reflecting the spell back on the caster. The number of spells DC 15 Strength check to break the grapple.
that will be reflected is unknown by the ring’s wearer (the DM secretly When commanded, the snake will crawl back to its owner and
rolls each day). This only turns spells that target the wearer. become a staff again. The snake is completely healed when it turns
into a staff. If killed in snake form, it will not return to staff form and loses
Telekinesis: The wearer may move up to 200 pounds of weight by
all magical properties. This item does not have nor use any charges.
concentration alone (as the magic-user spell).
Staff of Healing (†): This item will heal 2-7 (1d6+1) points of damage per
Water Walking: The wearer of this ring may walk on the surface of any
use. It may only be used once per day on each person but will heal
body of water (or other liquid) and not sink. If cast while under water,
any number of persons once a day. It does not have nor use any
the wearer will be borne toward the surface at 120’ per round.
charges.
Weakness: When this ring is put on, the wearer becomes weaker, and
Staff of Commanding (*†): This item has all the powers of the rings of
his or her Strength score becomes 3 within 6 rounds (1 minute). The
animal, human, and plant control.
wearer cannot take off this ring (unless a Remove Curse spell is used).
The DM may choose to allow characters to remove the ring by Staff of Power (*): This item can be used as a staff of striking, and can
performing some special task or adventure. also be used to cast any of the following attack spells (each doing 8d6
Wishes (2, 3, or 4): A ring of wishes is an extremely powerful magic item. points of damage): Fire Ball, Lightning Bolt, and Cone of Cold. It can
Wishes must be handled very carefully by the DM and players alike. also cast a Continual Light or a Telekinesis spell that moves objects that
See the Wish spell on page 63 for more details. weigh up to 240 pounds.

CHAPTER 7: REWARDS 157


Staff of Striking (*†): This staff +1 will inflict an additional 2d6 points of MISCELLANEOUS MAGIC ITEMS
damage per charge when a hit is successful. Only one charge may These items may be used by any character class, and as often as
be used per strike. desired, unless stated otherwise. Unless otherwise stated, activating a
miscellaneous magic item requires its owner to take that Use an Object
Staff of Withering (†): A hit from this staff +1 will drain 1 level from a living action (page 81).
creature when a charge is used. A DC 15 Constitution save negates
this level drain. Amulet vs. Crystal Balls & ESP: The wearer of this item is automatically
protected from being spied on by someone using a crystal ball or any
Staff of Wizardry (*): This staff +1 has all the powers of a staff of power, type of ESP. No action is required on the wearer’s part.
plus the following additional powers: the spells of Invisibility, Passwall,
Web, and Conjure (staff) Elementals. Bag of Devouring: This item looks like a normal small sack, but anything
It may also be used to create a whirlwind (as if from a djinni) or shoot placed within it disappears and is lost forever 7-12 turns later. It will not
a cone of paralysis (as a wand of paralyzation). In addition, the wielder affect living creatures unless the entire creature is stuffed inside the
may break the staff, releasing all of its power at once (a final strike). bag. This is impossible to do except with Small-sized creatures. Placing
The final strike will create a Fire Ball effect for 8 points of damage per an item into the bag is a free action.
charge remaining. All creatures within 30’ of the final strike (including Bag of Holding: This item looks like a normal small sack but will actually
the wielder) will take the indicated amount of damage. hold treasures up to 1,000 pounds in weight, but will only weigh 60
Wand of Cold (*): This item will produce a cone of cold (as the spell). pounds when full. An item to be placed inside the bag may be no
All within the cone must make a DC 15 Dexterity Saving Throw or take larger than 10’ x 5’ x 3’. An object any larger than that will not fit inside.
6d6 points of cold damage; a successful save will halve damage. Placing an item into the bag or retrieving it is a free action.

Wand of Enemy Detection: When a charge is used, this item will cause Broom of Flying: Upon command, the broom will carry its owner and
all enemies within 60’ (even hidden or invisible foes) to glow. fly through the air at a rate of 120’ per round. It can carry one extra
person, reducing speed to 90’ per round.
Wand of Fear (*): This wand will produce a cone of fear 60’ long and
30’ wide at the far end. All within the cone must make a DC 15 Boots of Levitation: The wearer may levitate (as the magic-user spell).
Charisma Saving Throw or run away from the user for 30 rounds. There is no limit to the duration of the effect.

Wand of Fire Balls (•): This wand can cast a Fire Ball (as the magic-user Boots of Speed: The wearer doubles their Movement Rate, after
spell) for 6d6 points of damage. The victim may make a DC 15 encumbrance penalties are applied.
Dexterity Saving Throw for half damage. Boots of Traveling and Leaping: The wearer’s Movement Rate is not
Wand of Illusion (•): This item can cast a Phantasmal Force spell. The reduced by encumbrance, though all other encumbrance penalties
user must concentrate (see page 25) on the illusion to maintain it. still apply. The wearer may also jump, up to a maximum height of 10’
and a maximum length of 30’. No action is required on the wearer’s
behalf.

Crystal Ball *: This item can only be used by an elf or magic-user. Its
owner may look into it and see any place or object thought of. It will
work 3 times per day, and the image will only last for 1 turn. Spells
cannot be cast “through” the crystal ball. The more familiar the object
or area to be seen, the clearer the picture will be.

Crystal Ball with Clairaudience *: This works like a standard crystal ball
and may only be used by a magic-user or elf. This item also allows the
user to listen to any noise (including speech) at the place viewed.

Crystal Ball with ESP *: This works like a standard crystal ball, but also
allows the user to listen to the thoughts of creatures viewed (as the ESP
Wand of Lightning Bolts (*): This wand can cast a Lightning Bolt (as the spell). The user may listen to one creature’s thoughts.
magic-user’s spell) for 6d6 points of damage. The victims may make a
DC 15 Dexterity Saving Throw to reduce damage by one half. Displacer Cloak: This cloak warps light rays: The wearer will seem to be
1-4’ away from his or her actual location. The cloak gives a bonus of
Wand of Magic Detection (*): When a charge is used, this item will +2 to the wearer’s Armor Class and Dexterity Saving Throws. No action
cause any magic item within 20’ to glow. If the item cannot normally is required on the wearer’s behalf.
be seen (within a closed chest, for example), the glow will not be seen.
Drums of Panic: These large kettle drums have no effect on any
Wand of Metal Detection (*): This item will point towards any mass of creatures within 10’ of them. When used, all creatures between 10’
metal weighing 50 pounds (2,500 coins) or more if within 20’. The user and 240’ from the drums must make a DC 15 Charisma Saving Throw
can detect the type of metal. or run away from the user for 30 rounds (5 minutes).

Wand of Negation (*): A charge from this wand will cancel the effect Efreeti Bottle: This item is a large and heavy sealed jug about 3’ high. If
of one other wand or staff for one round. The user chooses the wand the seal is broken and the stopper pulled, an efreeti will come forth to
or staff to be negated on their turn. serve the opener for up to 1 turn per day, for 101 days (or until slain).

Wand of Paralyzation (*): This wand projects a 60’ cone when a charge The creature will return to its home (the fabled City of Brass) after its
is used. Any creature within the cone must make a DC 15 Strength term of service is ended. It will serve no one but the person opening
Saving Throw or be paralyzed for 6 turns. the bottle.

Wand of Polymorphing (*): This wand can cast either a Polymorph Self Elemental Summoning Devices: Four different devices are used to
or Polymorph Others spell. The user must state which effect is desired. summon each type of elemental, these being:
An unwilling victim of Polymorph Others may make a DC 15 Wisdom The Bowl of Commanding Water Elementals, the Brazier of
Saving Throw to avoid the effect. Commanding Fire Elementals, the Censer of Controlling Air Elementals,
and the Stone of Controlling Earth Elementals
Wand of Secret Door Detection (*): The user may find any secret door
within 20’. Each of these items for elemental control may be used once per day.
They range in size from the largest (the bowl) being 3’ in diameter to
Wand of Trap Detection (*): This wand will point out the location of all the smallest (the stone), a mere 6 inches across.
traps within 20’.
Each item requires 1 full turn of preparation before use. When
prepared, each will summon (and allow the user to control) one

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device elemental of the appropriate type in 1 round. The user must Intelligence Saving Throw. If used to teleport an unwilling creature the
maintain concentration (see page 25) in order to control the helmet will only work once, and the helm must thereafter be
elemental creature summoned. See the magic-user’s spell Conjure recharged with another before useful.
Elemental for more details.
Horn of Blasting: Blowing this horn creates a 60’ cone of sound. Victims
Elven Cloak and Boots: Wearing the cloak helps the wearer blend in within this area take 3d6 points of damage and must make a DC 15
with his or her surroundings, while the boots allow a wearer to move Constitution Saving Throw or be deafened for one turn.
silently. Each item grants a +3 bonus to all Dexterity (Stealth) checks. The DM must decide how much damage the horn will do to objects;
No action is required on the wearer’s behalf. for example, the horn may have to be blown three times to destroy a
Flying Carpet: This item can carry one passenger at up to 120’ per 10’ section of castle wall, but a wooden cottage may be flattened
round, two at 90’ per round, or three at 60’ per round. It will not carry with a single blast! The horn may be blown once per turn.
more than 3 passengers and their equipment. Medallion of ESP: This magical medallion is strung on a chain to be
Gauntlets of Ogre Power: These gauntlets will give the wearer a worn around the neck. If the wearer concentrates for 1 round, he or
Strength score of 18. she may read the thoughts of any one creature within 30’, unless it
makes a DC 15 Intelligence Saving Throw.
Girdle of Giant Strength: This item will give the wearer the Strength of a
The DM must check this item each time it is used: it will not work
hill giant (20), gaining a +5 bonus to all Strength checks, as well as
properly on a roll of 1 (on 1d6). If this occurs, it will broadcast the
melee attack and damage rolls.
thoughts of the user to everyone within 30 feet!
Helm of Alignment Changing: This item looks like a fancy helmet. When
Medallion of ESP (90’): This item will allow the user to cast an ESP spell
the helm is put on, it will immediately change the wearer’s alignment
(as if a magic-user) to a range of 90’.
(the DM should determine the new alignment randomly). This device
may only be taken off by using a Remove Curse spell, though the Mirror of Life Trapping: This mirror will store a Medium- or Small-sized
wearer will resist the removal. creatures indefinitely. Any creature of appropriate size who looks into
the mirror must make a DC 15 Wisdom Saving throw or be sucked into
Helm of Reading Languages and Magic: The wearer is able to read
it, along with all things carried at the time.
any writing, regardless of the language or magical properties of the
script. This does not allow non-spellcasters to use spell scrolls. This helm A mirror of life trapping can store up to 20 creatures; when full, no more
is fragile, however; and will be destroyed if the wearer is killed or suffers will be trapped. Creatures trapped in the mirror do not age or need
20 or more Hit Points of damage from a single attack or spell. food or air, but are completely powerless. Anyone can talk with the
creatures trapped in the mirror (if they speak the same language).
Helm of Telepathy: This item looks like a fancy helmet. The wearer of
this helm may read the thoughts of any creature within 90’ by If the mirror is broken, all the creatures trapped within will be
concentrating on that creature for 1 minute. immediately released.

The target may make a DC 15 Intelligence Saving Throw to resist this Rope of Climbing: This 50’ thin, strong rope will climb in any direction
intrusion. If this fails, the wearer will understand the creature’s upon the command of the owner. It may fasten itself to any protruding
thoughts, and may “send” thoughts to the creature. The creature may surface, and will support up to 1,000 pounds.
refuse to respond.
Scarab of Protection: This item will automatically absorb any curse
Helm of Teleportation *: This item may only be used once by a magic- (whether by spell, scroll, or other effect). It will also absorb the clerical
user or elf. It will have no further effect until a Teleport spell is cast on it, spell Finger of Death (the reverse of the Raise Dead spell). The scarab
after which it may be used to teleport once per day. will work 2-12 (2d6) times before becoming worthless.
The user may try to teleport another creature or item that they touch;
an unwilling victim may avoid the effect by making a DC 15

CHAPTER 7: REWARDS 159


Castles, Strongholds, and Hideouts Castle Wall, 100’ long, 20’ high*
Bastion, 30’ base, 30’ high
5,000 gp
9,000 gp
When building a castle or stronghold, a character must first clear a hex Round Tower, 20’ base, 30’ high** 15,000 gp
or local area of monsters, entering the hex with a force of soldiers and Round Tower, 30’ base, 40’ high** 30,000 gp
dealing with any lairs the DM has set up in the area. (The DM may also Square Keep, 60’ base, 80’ high 75,000 gp
require the character get a land grant from the local ruler, if any.) The Moat, 100’ long, 20’ wide, 10’ deep 400 gp
player should draw complete plans of the stronghold, using the Gatehouse, 30’ x 20’ base, 20’ high, with portcullis 6,500 gp
guidelines given. After the DM approves the plans, an engineer should Barbican, two 20’ x 30’ towers, gatehouse, and drawbridge 37,000 gp
be hired, and the construction begins. Dungeon Corridor, 10’ x 10’ x 10’, stone flagged 500 gp
When the building is complete, the character may want to clear the Stone Building, Civilian (two story, attic, 120’ of wall,
surrounding area of monsters. The cleared area will remain free of wooden doors, stairs, floors, and roof) 3,000 gp
monsters as long as it is patrolled. Patrols usually range up to 18 miles Wooden Building (as above) 1,500 gp
from a castle or stronghold, though jungles, swamps, and mountains will Stairs (5’x10’): wood 20 gp
require a garrison every 6 miles to keep the area clear. stone 60 gp
Door (3’x7’): wood 10 gp
Settlers can be attracted to cleared areas by spending money on reinforced † 20 gp
improvements (inns, mills, boatyards, etc.) or advertising. The costs and iron/stone 50 gp
the number of settlers who move into the area are up to the DM. The secret cost x5
settlers will pay taxes (10 gp per year or whatever the DM decides) to Trap Door (5’x5’): wood 40 gp
help maintain the holding and the character’s mercenaries. reinforced † 40 gp
iron/stone 100 gp
Castle Plans: When drawing castle plans, the player should allow for
secret cost x5
wall thickness. Castle walls are about 10’ thick, tower and gatehouse
Roof/Floor (10’x10’) wood 40
walls are about 5’ thick, and houses’ stone walls are about 1-2’ thick.
flagstone/tile 100 †
Other constructions, such as a home, tavern, or barn of stone cost Arrow Slit or Window 10 †
about 40% of the given costs. Wooden constructions cost about 20% of Shutters (Window) 5 †
the given costs. Bars (Windows) 10 †
The DM may round construction costs up to the nearest convenient Shifting Wall (10’ x10’) 1,000
figure to make record-keeping simple. * Walls: Cost is normal to 30’ height, but double cost from 30’ to 60’
height (the maximum).
Construction Time: The time required for construction is one game day
for every 500 gp spent. This assumes the land has already been cleared ** Towers. Cost is normal until height equals base width; building higher
and prepared and all the materials are on hand. For every 100,000 gp costs twice the normal amount. Towers may be no more than twice
a construction costs, one engineer must be hired. as high as their base width.
† These, plus internal walls and modest furnishings, can be assumed
Typical structures include: by adding 25% to the cost of the basic structure.

CHAPTER 7: REWARDS 160


Magical Research and Production money fashioning the item and enchanting it. The spellcaster may not
go adventuring during the time it takes to create a magic item.
Clerics, elves, and magic-users may attempt to research new spells and Creating items that duplicate a spell effect typically requires 500 gp
create new magical items. and 3 days per spell level per use or charge.
As detailed below, spell research can take place at any level, while
magic items may only be created by clerics, elves, and magic-users Examples Cost Time
who have attained name level (9th level). These are difficult and Scroll of Magic Missile (2 spells) 1,000 6 days
lengthy projects for the characters and the DM must handle such Potion of healing (1 dose) 500 3 days
attempts with judgment and care. Fire Ball wand (20 charges) 30,000 180 days (6 months)

Items that do not duplicate a spell effect are assigned time and cost
There is always a chance that magical research or magic item creation requirements by the DM. The item to be enchanted must be of fine
will fail. A Concentration Check is made after the time and money are quality and be on-hand before the enchantment process begins.
spent. The DC of this checks equals 10 + the spell level researched or Single-use items (such as magical arrows) cost ½ of what permanent
imbued in an item. For items that do not duplicate spell effects, such as items cost and take ½ the time to enchant. For example:
magical weapons, the DC ranged from DC 14 to 18 (DM’s discretion).
Item Cost Time
Arrows +1 (20) 5,000 gp 1 month
Plate mail +1 10,000 gp 2 months
Sword +2 20,000 gp 4 months
Elven boots and cloak 20,000 gp 4 months
Crystal ball 30,000 gp 6 months
Ring of spell storing 60,000 gp 12 months
Ring of x-ray vision 100,000 gp 20 months

To limit the production of some of the more powerful items, the DM may
require rare substances for production. These will be very costly, hard to
find, time consuming, or require a special adventure to get.
A spellcaster may want to use magic in a way not covered by spells or
production: cleansing a defiled temple, opening a gate to another
world, setting magical traps, and so on. The DM may let the spellcaster
research the steps necessary to do this by assigning time and cost
requirements as for magic item production. The rituals may require rare
substances or the casting of certain spells, and may have to be
renewed periodically.

Spell Research: New spells may be researched by any spellcaster,


though such research requires both money and time spent out of the
campaign.
To research a spell, the new spell must be written out and given to the
DM, who decides if it is possible, what level it should be, and what
changes are needed for play balance. A player may not research
spells higher than his character can cast.
Spell research costs 1,000 gp per spell level and requires 2 weeks of
research per spell level.

Producing Magic Items: On reaching name level (9th level), clerics may
try to make any item usable by clerics (including items that duplicate
the effects of clerical spells), while magic-users and elves can attempt
to create any item except those items usable only by clerics. The DM
may limit or forbid the production of certain powerful items.
To create a magic item, the spellcaster must first gather together the
rare materials from which the item will be made. The DM should decide
what is necessary to make different items.
A scroll might require special parchment and a different formula of ink
for each spell effect. Weapons might require rare metals, powdered
gems forged into the metal, or the blood or skins of creatures which are
to be affected by the weapon. These items should be difficult to obtain,
and the spellcaster will often have to adventure to acquire the items,
for there are no magic stores. Then the spellcaster must spend time and

CHAPTER 7: REWARDS 161


CHAPTER 8: DUNGEON MASTER INFORMATION 5. Visiting a Lost Shrine: To remove a curse or recover a sacred item, the
players must travel to a shrine which must been lost for ages. The
Before players can take their characters on adventures into the characters usually have only a rough idea of its location. The players
dungeons, expanses of wilderness, thieves’ dens, and cities of the may have to consult an oracle or seer during their visit.
world, the DM must create those locations and create maps for them.
6. Fulfilling a Quest: This is a scenario in which a king (or other NPC)
DMs who are pressed for time and/or looking for sample adventures
provides a reason for adventuring. A variation of this is a special mission
that they can use in their campaigns would benefit by becoming
for “the gods”. Quite often this scenario also involves the recovery of a
familiar with TSR’s adventure modules. The “B” an “X” series of modules
sacred object or powerful magic item.
are designed for use with these rules. The modules in these series may
be used to start adventuring immediately and will provide some ideas 7. Escaping from Enemies: The player characters begin this adventure
for designing dungeon and wilderness locales. as prisoners and must escape. The reason is clear and simple, especially
This section starts with a step-by-step guide to creating a dungeon. The if imprisonment is to be followed by the deaths of the characters. The
guide is followed by an example of part of a dungeon level. The DM must be careful to make escape possible (though not necessarily
example follows the same steps as the guide and illustrates each step. easy).
A set of suggested symbols is included for DMs to use when drawing a
8. Rescuing Prisoners: Valuable and important persons are being held
dungeon map.
as prisoners by bandits, a tribe of orcs, or an evil magic-user. The party
The sample level is only part of a larger dungeon. The sample tower sets out to rescue the prisoners because they have been hired to (for
may be used to practice adventuring, and the dungeon outline may an expected reward), for a debt of honor, or for some other reason.
be useful if the DM wants to finish the dungeon. It also includes Sometimes the player characters are only hired to guard an individual
expanded tables for lower dungeon levels, should the DM want to use who is talking over the demands for ransom. This scenario is the basis for
random rolls to create dungeon encounters or treasure. the sample dungeon hereafter (The Haunted Keep).
Also included is a step-by-step guide for creating a wilderness area, 9. Using a Magic Portal: The “magic portal” is a device which magically
along with a sample wilderness that can be used as a guide or as part sends creatures from one place to another. A magic portal is usually a
of a larger area. A suggested set of terrain symbols is included for use door into another dimension or world, and thus may easily become the
in wilderness mapping. point of an invasion from one of these worlds. Portals may be known or
Finally, this section contains tips on the Art of the DM, which may secret. If known, the characters may be on a mission to destroy or
prevent some common problems in running a campaign and make guard a portal used by enemies, or perhaps to reopen or repair a
playing more fun for both the DM and players. This section gives hints “closed” portal. Secret portals can be used to make sure that the
on how to handle characters’ special requests. characters will visit an important area of a dungeon. Portals might
operate both ways or one way only; teleporting into, but not out of, an
area.
Creating a Dungeon
A. CHOOSE A SCENARIO: A scenario is a background theme or idea 10. Finding a Lost Race: The players find a once-human race which has
which ties the dungeon together. A scenario will help keep a dungeon lived underground for so long that it has begun to change. Its members
from becoming a boring repetition of “open the door, kill the monster, might have developed Darkvision, changed color, or begun to fall
take the treasure”. A good scenario always gives the players a reason back into animal ways. This scenario works well when used with
for adventuring. The DM should also design a dungeon for the levels of Destroying an Ancient Evil, since Lost Races are often servants of the
characters who will be playing in it. A good scenario will also give the ancient powers. This scenario requires extra work and imagination by
DM a reason for choosing specific monsters and treasures to put in the the DM, since details for the Lost Race must be invented.
dungeon.
Stories about the background, history, and current rumors of the
dungeon should be written to give purpose and direction to the
dungeon and its design.
A scenario may be anything the DM can imagine. To help new DMs,
some common scenarios are listed below and explained. The DM can
fill in the details.
Scenarios
1. Exploring the Unknown 6. Fulfilling a Quest
2. Investigating a Chaotic Outpost 7. Escaping from Enemies
3. Recovering Ruins 8. Rescuing Prisoners
4. Destroying an Ancient Evil 9. Using a Magic Portal
5. Visiting a Lost Shrine 10. Finding a Lost Race

1. Exploring the Unknown: The party is hired to map unknown territory.


The area might once have been familiar but is now overrun or
destroyed; a strange tower might mysteriously appear overnight in a
familiar area. Dungeon modules B1 (In Search of the Unknown) and B3
(Palace of the Silver Princess) are examples of exploration scenarios.

2. Investigating a Chaotic Outpost: This scenario has to do with a


Chaotic invasion (either in progress or about to begin). The characters
must enter the enemy outpost, find out the strength and plans of the
invaders, and destroy the outpost if possible. Dungeon module B2 (The
Keep on the Borderlands) is an example of this type of scenario.

3. Recovering Ruins: The party is usually scouting an old village before


permanent settlers move in. The ruins have often been overrun by a
specific kind of monster which must be killed or driven away. The ruins
could be part of (or underneath) a thriving town!

4. Destroying an Ancient Evil: The evil is usually a monster or NPC (the


exact type not known by the players). Sometimes the evil has been
deeply buried and re-awakened by recent digging. This theme is often
used along with others; for example, an ancient evil may have to be
destroyed before some ruins are resettled.

CHAPTER 8: DUNGEON MASTER INFORMATION 162


B. DECIDE ON A SETTING: It is not necessary to draw a detailed map of First Roll: Contents Second Roll: Treasure by Room Contents
the dungeon first, but it is useful to have a general idea of what it will D6 Roll Result D6 Roll Monster Trap Empty
look like. When deciding on the shape of the dungeon, the DM should 1-2 Monster 1 Yes Yes Yes
also outline ideas for rooms or areas in the dungeon. 3 Trap 2 Yes Yes No
To help set the mood of the dungeon and to give further direction in 4 Special 3 Yes No No
designing a dungeon, a location in the wilderness should be chosen as 5-6 Empty 4-6 No No No
well as what the dungeon ruins used to be, such as an old castle, an
Monsters: A Monster result means that the DM should roll on a
abandoned mine, or a series of catacombs.
Wandering Monsters Table to determine the type present.
A few common settings include:
Traps: A Trap result may be found in an empty room or with treasure.
Settings The Saving Throw DC for traps should be 10 + the dungeon level, unless
1. Castle or tower 4. Crypt or tomb the trap was set by a specified monster or NPC. In that case, the DC is
2. Caves or cavern 5. Ancient temple 10 + the NPC’s Experience Bonus or 10 + ½ of the monster’s Hit Dice. The
3. Abandoned mine 6. Stronghold or town DM should make up traps, but some suggestions are given below.

C. DECIDE ON SPECIAL MONSTERS TO BE USED: The DM should decide Room Traps


what monsters live in the dungeon and which will be most commonly Chute: No damage, but slide to the next level down
encountered, such as a lair of goblins and the vermin, such as rats and Falling ceiling block: Dexterity save or take 1d10 points of damage
snakes, which might inhabit the lair with them. These selections can Fog: Looks like poison gas, but harmless
help the DM in setting up wandering monster tables for that dungeon. Pit: 1d6 points of damage per 10’ fallen
Poison gas: Constitution Saving Throw or die
Some monsters should be placed by the DM because of the scenario
Swinging blade: Dexterity save or take 1d8 points of damage
chosen, and the DM may create or change some monsters to fit the
dungeon. Treasure Traps
Flash of light: Wisdom save or be blinded for 1d8 turns
D. DRAW THE MAP OF THE DUNGEON: A dungeon map is usually drawn
Illusion: Anything; often a monster (as Phantasmal Force)
on graph paper. The map should be made in pencil so that changes
Poison needle: Constitution Saving Throw or die
can be made. Before actually drawing the map, the DM should
Poison snake: See snake in MONSTER descriptions
determine the scale. The scale of a map is the number of feet each
Spray: Sprayed with an unknown liquid that doubles
square on the graph paper is equal to. Most maps are drawn to a scale
chances for wandering monsters for 1d6 hours
of 5’ or 10’ per square, with 5’ squares being more useful for combat
Spring-fired darts: 1d6 darts hit for 1d4 points of damage each
situations. The scale depends on the size of the dungeon and rooms. If,
for example, the rooms are all larger than 100’ on a side, or if the
Specials: A Special result is anything not exactly a trap, but placed for
dungeon is thousands of feet long, the DM may wish to use a scale of
special reasons. The DM should make up traps and specials, but some
20’ per square. On the other hand, a small tower such as the one in the
suggestions are given below.
following Haunted Keep is better at 5’ or 10’ to a square.
Alarm that summons a special monster
Use the setting as a guideline for the shape of the dungeon and the Flying weapons that attack only if disturbed
type of rooms and corridors which might be found there. Draw the Illusionary stairs or corridor
major encounter areas of the dungeon, the corridors which link them, Magic gate to another part of the dungeon
and the entrance to the dungeon. If the DM has a good idea of where Magic pool whose waters have a strange effect
certain rooms and corridors will go, other sections of the map may be Moaning room or corridor
left blank, to be filled in later. Some standard dungeon symbols are Room turns or sinks while the door locks
given with the sample dungeon maps. Shifting block to close off corridor
Example: A tower is usually round or square with smooth walls, while a Talking statue
cavern has an irregular shape and rough walls. Trap door to tunnels

E. STOCK THE DUNGEON: To “stock” a dungeon means to fill in the Treasure: The DM may assign treasure to monsters, or place treasure in
general details, such as monsters, treasure, and traps. Special monsters rooms, as he or she wishes. If random rolls are used, the table below lists
should be first placed in the appropriate rooms along with special treasure amounts found in unguarded rooms (those without a monster)
treasures. The remaining rooms can be stocked as the DM wishes. on all dungeon levels. Since treasure is an important factor for gaining
If there is no preference as to how certain rooms are stocked, the experience at higher levels the DM may wish to not allow unguarded
following system may be used. Roll 1d6 for Contents, and then roll on treasures below the 8th level. If a monster is present, use the Treasure
the second table for Treasure according to the result of the first roll. A Type listing (page 148) for the monster to find the amount of treasure in
“Yes” result means that Treasure is there along with whatever is the room.
indicated by the first roll. Unguarded Treasure
Dungeon Silver Gold Gems/ Magic
Level Pieces Pieces Jewelry Items
1 1d6x100 50%; 1d6x10 5%/2%; 1d6 2%; any 1
2-3 1d12x100 50%; 1d6x100 10%/5%; 1d6 8%; any 1
4-5 1d6x1,000 1d6x200 20%/10%; 1d6 10%; any 1
6-7 1d6x2,000 1d6x500 30%/15%; 1d6 15%; any 1
8-9 1d6x5,000 1d6x1,000 40%/20%; 1d12 20%; any 1
Note that there are always silver pieces in unguarded treasure, and
that other items are given in terms of the die rolled to determine the
number present.

F. FILLING IN FINAL DETAILS: Once the rooms have been stocked, the
DM can fill in details about the corridors (such as traps or regular patrols
of monsters).
The DM should also “stock” the dungeon with some normal items,
smells, sounds, and so forth. Inhabited and empty rooms could be given
whatever normal furnishings would be common in the dungeon.
The DM should be careful not to use too much nor too little detail; some
detail will help the players imagine the areas that they are exploring,
but too much detail is often just boring.

CHAPTER 8: DUNGEON MASTER INFORMATION 163


Sample Dungeon: The Haunted Keep (Level 1)
This section is a step-by-step example of how to design a dungeon. The
Haunted Keep can help show a new DM how to design a dungeon.
Part of this dungeon is already designed, and enough other details are
provided so the DM need not “start from scratch”. If this sample
dungeon is to be used in play, the players should not read the following
section. The letters (A-F) correspond to those used in the guide and
illustrate each step in turn.

A. CHOOSE A SCENARIO: The three paragraphs below serve as an


example of the type of information that the DM might design and read
to the players to give them the background of the adventure before it
begins. The DM should also write notes describing the dungeon further,
giving information that would not be read to the players:
“In the distant past, the Haunted Keep was the castle of the Rodemus
family. It was abandoned many years ago when the family mysteriously
disappeared. It is now rumored to be haunted. Strange lights and
sounds are often seen and heard in the ruins by passing townspeople.
“Recently, a tribe of goblins has been raiding the countryside. On their
last raid they captured a dozen prisoners. The prisoners are all relatives
of the player characters, who have banded together to rescue their
relatives. The party has tracked the goblins to the Keep, right up to the
only door to the east tower.
“Most of the Haunted Keep is in ruins. Only two towers remain,
connected by a gatehouse, and only the first floors of these towers are
still intact. The Keep was built with rough granite blocks, now pitted with
E. STOCK THE DUNGEON:
age. The door into the east tower is wooden and one hinge is rusted
through.” Room 1: First the DM rolls 1d6 to determine the room’s contents. The
result is a 5, so the room is empty of monsters and traps. The DM rolls
What the players do not know is that the Rodemus family has become
again to check for treasure; the result of 4 indicates that the room has
a family of wererats, and still live in tunnels under their old castle. The
none. The room is totally empty of monsters, treasures, and traps.
family has joined the goblin raiders and are using them to find the
strengths of the surrounding countryside. If the raids show the country Room 2: The DM rolls a 2 when checking for contents, so there are
folk to be weak, the family plans to raise a goblin army and attack. The monsters present. Using the Wandering Monsters table (level one) and
players will slowly discover this information, little by little, as the rolling 1d20, the result of 12 indicates that they are giant lizards: geckos
adventure proceeds. (Treasure Type U). The monster description states that 1-3 giant geckos
normally appear, so the DM rolls 1d3; the result of 1 indicates that 1
B. DECIDE ON A SETTING: A keep is a kind of castle. The Haunted Keep
giant gecko is present. Rolling 1d6 to check for treasure, the result of 2
has two towers connected by a gatehouse. The upper stories have
indicates that treasure is present. Rolling d% and referring to the
collapsed, and the buildings now have only one floor. The rest of the
Treasure Types table, these are the results:
castle is totally in ruins. The insides of the two towers should be similar,
though not exactly the same. The gatehouse is split into two sections, Treasure Type Type U Listing D% Roll Result
divided by what was once a main road. The interior of the gatehouse Copper pieces 10%, 1d100 21 None present
will be similar to the towers, though there will be fewer rooms (see the Silver pieces 10%, 1d100 02 Silver present
dungeon maps on page 166). Electrum pieces Nil - No roll
Gold pieces 5%, 1d100 23 None present
The catacombs (2nd level of the dungeon) are a series of caverns and
Platinum pieces Nil - No roll
crypts where the Rodemus family ancestors are buried, and lie under
Gems/jewelry 5%, 1d4 59 No gems present
the ruins. The 3rd level, under the catacombs, is the maze-like lair of the
14 No jewelry present
Rodemus family of wererats. The prisoners will be scattered throughout
Magic items 2%, any 1 86 None present
all of the levels; however, the most important prisoners must be rescued
from the center of the wererat lair. Separate rolls are made for gems and jewelry. The only treasure present
is silver pieces; percentage dice are rolled to determine the number,
C. CHOOSE SPECIAL MONSTERS: The most common monsters on the 1st and the result of 99 meant that the giant gecko guards a treasure of 99
level are goblins. Other common 1st level monsters are giant rats sp. The DM decides that the treasure is too small for a special trap. The
(possibly hunted by giant ferrets), bandits, and hobgoblins. Common stocking of this room is finished.
monsters in the 2nd level catacombs are ghouls, zombies, skeletons,
goblins, hobgoblins, and giant rats. Room 3: The DM rolls 1d6 to check for contents; the result of 3 means
that the room contains a trap. Rolling again to check for treasure,
Common monsters on the maze-like 3rd
level are wererats, hobgoblins,
however, the result of 1 means that some booty or treasure has to be
bugbears, and thouls, plus at least one wight and one doppleganger.
determined. Rolling d% and using the Unguarded Treasure table, these
D. DRAW THE MAP: To make it easier to draw and map, the towers are are the results:
designed square rather than round. The scale chosen is 1 square = 5’. Treasure Type Listing D% Roll Result
The first thing needed is an entrance from the 1st to the 2nd levels. This is Silver pieces 1d6x100 - Silver always present
a trap door in the middle of a tower, so the first room drawn is room #4. Gold pieces 50%, 1d6x10 76 None present
The trap door leads to a winding staircase and eventually to the Gems 5%, 1d6 51 None present
catacombs. The next area drawn is the entrance to the tower itself. The Jewelry 2%, 1d6 90 None present
outer walls are 10’ thick. Rather than have the goblins post a guard at Magic items 2%, any 1 01 1 magic item present
the entrance door, a pit trap is placed in the entranceway. Then the
other rooms are drawn in, being careful to make sure that the player Rolling 1d6 for silver pieces, the result of 4 indicates that 400 sp are
characters will have to go through several other rooms to reach room present. To determine the magic item, a roll on d% gives the result of
#4 (no matter which way they go). Finally, the DM decides to make 44, indicating that a potion is left with the trapped silver pieces. The DM
room #4 contain hobgoblins guarding 2 prisoners, room #5 will be a rolls percentile dice and, consulting the Potion Subtable, finds that a
goblin barracks, and room #9 will be a goblin lookout post. Having no potion of healing is the magic item. For the trap, the DM selects a
preference as to what monsters, treasures, or traps go in the other capsule of sleeping gas which will break open when the treasure is
rooms, they are stocked at random. tampered with.

CHAPTER 8: DUNGEON MASTER INFORMATION 164


Room 4: The DM selects 4 hobgoblins to occupy this room along with 2 Room #2 (10’ E-W, 15’ N-S): This room was once a guard post (when the
prisoners and some treasure. Rolling the chances according to the Haunted Keep was a castle, before becoming ruins). A faded, ragged
given Treasure Type for hobgoblins (D), it is found that the monsters may tapestry showing a hunt divides the room in half. Clinging to the side of
have 3,000 silver pieces and 1d8 pieces of jewelry. Since only 4 the tapestry away from the characters (no matter which door they use,
hobgoblins are on guard (out of a possible 24, or 1/6 of the possible unless they enter through both at once) is a giant gecko (AC 15, HD
Number Appearing), the number of silver pieces is reduced to 1/6 the 3+1, HP 16, MV 40’, #AT 1, 1d8, CB: 1, ML 11, AL Neutral).
rolled number (down to 500) and the minimum (1) piece of jewelry is On the north side of the tapestry is a wooden table and 3 wooden
used. Rolling 3d6 to determine its value, the result of 11 means that the chairs. A few moldy cards lie on the tabletop. Against the west wall is a
piece of jewelry is worth 1,100 gp. There is a trap door in the room, wooden chest. Any attempt to disturb the chest will bring an immediate
leading to the lower levels of the dungeon. attack by the giant gecko. The chest contains 99 sp (silver pieces).
Room 5: This area serves as the barracks for the goblins. No traps or Room #3 (15’ E-W, 20’ N-S): The walls of this room are carved with leering
treasure are indicated by dice rolls. human faces along their length. A close examination of the north wall
Room 6: This room is empty (by dice rolls of 5 and 3). will reveal a crack around one particularly sinister face. The face is on
a swivel and can be pried open. Behind it is a small iron safe cemented
Room 7: The result of 1 (on 1d6) indicates that a monster is present. It is into the wall. The safe is trapped with sleep gas which will billow out
determined by die roll (1d20, with a result of 7) to be 1 green slime. The unless the trap is deactivated. The sleep gas will fill a circular area 10’
roll for treasure is a 4, so there is nothing in the room but the monster. in diameter, but otherwise has the same effects as a Sleep spell;
however, any creature who makes a DC 12 CON save vs. Poison will
Room 8: As with room 6, this room is found to be empty. not be affected. Inside the safe are 400 sp and an unmarked bottle of
Room 9: Four goblin guards are placed in this hidden room. Dice rolls clear liquid (a potion of healing).
show that they have no treasure. The only door for this room is a secret Room #4 (15’ square): This was the office of the tower commander,
door. though all furnishings have been removed. Two terrified prisoners
F. FILLING IN FINAL DETAILS: Now that all the rooms are stocked, it is huddle in one corner, their hands and feet in chains. Guarding the
useful to make a Dungeon Key and fill in final details. The Key should be prisoners are 4 hobgoblins (AC 14, HD 1+1, HP 7, 9, 4, 5, MV 30’, #AT 1,
complete enough that it (along with the scenario) is all the DM needs 1d8, CB: 0, ML 13, AL Chaotic) who will fight anyone who tries to rescue
to run the dungeon. the prisoners. The largest hobgoblin has a locked iron box which
contains 500 sp and a jeweled necklace worth 1,100 gp. Underneath a
When expanding the Keep, the DM should create the feeling of a rug in the middle of the floor is a trapdoor to the 2nd level.
haunted house by adding spooky noises and some ghostly figures
which appear suddenly in odd places (though harmless). Some of the Room #5 (15’ square): Once this room was a chapel, but now the altar
placed monsters should be undead (skeletons, zombies, and wights). is covered with dust. On the altar is a grime-covered statuette
The DM should be careful, however, not to unbalance the dungeon depicting a muscular man with a rat’s head. Most of the twelve goblins
with too many undead monsters. (AC 14, HD 1-1, HP 5 each, MV 30’, #AT 1, 1d6, CB: 0, ML 11, AL Chaotic)
In the following Key, monsters will be presented in a standard form. This are either sleeping on crude bunks along the walls or playing dice
form will be followed whenever D&D monsters are used. The form is: games in a corner while two of them watch the door. If loud noises are
made in the corridor outside, all the goblins will be awake when the
Monster name (Armor Class, Hit Dice or Level, Hit Points, Movement party enters. They have no treasure.
Rate, Number of Attacks, Damage, Check Bonus, Morale, Alignment).
Room #6 (10’ square): It is difficult to determine what this room was used
This form will be used with the following standard abbreviations: Monster
for. It is empty except for a few splinters of wood, which may mean that
name (AC, HD, HP, MV, #AT, D, CB, ML, AL).
the furniture was broken up (probably to serve as firewood). The room
The Check Bonus, equal to ½ of the monster’s Hit Dice, is applied to all is empty of monsters, treasure, and traps.
Saving Throws and Morale Checks for the monster. The DM can adjust
this bonus when making an ability check or Saving Throw for which the Room #7 (10’ square): This room is similar to #6, but there is a green slime
creature is well, or poorly, suited. Unintelligent monsters, for example, (AC: Special, HD 2*·, HP 13, MV 5’, #AT 1, special, CB: 1, ML 18, AL
should make Intelligence, Wisdom, and Charisma ability checks and Neutral) clinging to the ceiling. A cautious party will see the slime, but
Saving Throws with ½ of this bonus. an unwary party will not see it until it falls on one of them.

Each room description will begin with the room number, followed by a Room #8 (15’ square): This room was once a guard barracks. The floor
note on the size of the room, in parentheses. Standard abbreviations has collapsed and the ceiling leaks. The result is a 3’ deep pool filled
for compass directions (N, S, E, and W for North, South, East, and West) with scummy water. A partially waterlogged bunk floats in the water. A
will be used. For example, (20’ N-S, 10’ E-W) means that the room is 20 rusted iron statue of a beautiful warrior maiden lies at the bottom of the
feet long and 10 feet wide. “Square” means that the room is exactly as pool. The water is safe to walk through, and the statue is harmless and
wide as it is long. worthless.

DUNGEON KEY Room #9 (5’ E-W, 10’ N-S): This cubbyhole has a secret door and was
used to spy on those walking down the corridor. There are now 4 goblins
Room #1 (15’ E-W, 10’ N-S): This room appears to have once been a (AC 14, HD 1-1, HP 5, 3, 4, 1, MV 30’, #AT 1, 1d6. CB: 0, ML 11, AL Chaotic)
bedroom. It is filled with rotting, moldy bedroom furniture, but is empty in the room, spying on anyone approaching in the corridor. They have
of monsters, treasure, and traps. The dust on the floor has obviously no treasure.
been brushed to remove any footprints.
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CHAPTER 8: DUNGEON MASTER INFORMATION 167
Sample Dungeon Expedition rolls a d20 as Morgan slams into the door, rolling a 10.)
DM: “It opens. You see half a dozen goblins.”
This party includes four 2nd level characters and a 1st level dwarf:
Morgan Ironwolf, a female fighter (the caller); Silverleaf, an elf; Fredrik, Fredrik: “Let me at them!”
a dwarf; Sister Rebecca, a cleric; and Black Dougal, a thief. After
equipping themselves, these characters have journeyed to the DM: “You can’t be surprised, but they can be…” (rolling for surprise) “No
Haunted Keep and discovered the trap door in room 4, leading to the surprise. Roll for initiative, please.”
second level. As caller, Morgan relays the party’s actions to the DM Morgan: “Fred rolled a 2 for the party.”
after the characters decide what they want to do.
DM (Rolling): “The goblins have the initiative.” (Rolling reaction for the
DM: “Having killed the hobgoblins, you open the trap door and find a goblins) “They must have heard you, Fred. They charge, yelling, ‘Kill the
winding staircase going down to the south.” dwarf! Chop him to hamburger!’”
Morgan: “We’re going down the stairs.” (Combat is now resolved, morale checks taken, etc. The goblins fight
until all are dead. It is now time to check for wandering monsters, but
DM: “After 30’ you reach a round landing with two sets of stairs. One
the DM’s roll indicates that none appear.)
goes down to the east and the other goes down to the west.”
Morgan: “OK, what does the room look like? We are checking the floor
Morgan: “Silverleaf looks down the east staircase and Fredrik looks
and ceiling, too.”
down the west one. What do they see?”
DM: “The room is six-sided, 30’ on a side and 20’ high. The door you
DM: “The party’s torches mess up their Darkvision, so they can only see
came in is the only one you see. There is nothing unusual about the floor
to thirty feet. The east stairs go down ten feet and turn sharply south.
or ceiling. Besides the bodies of the goblins, there is a wooden box
The west stairs go down at least thirty feet. Also, Fred smells a rank, musty
along the northeast wall and a pile of old rags in the north corner.”
odor coming up from below.”
Morgan: “Silverleaf is checking for secret doors, Fred is checking the
Fredrik: “Hey everybody! There’s something down there. I don’t like it!”
floor for stonework traps, Black Dougal is seeing if the box is locked, and
Morgan: “Anyone want to go down the east stairs? . . . OK, we’re going Sister Rebecca is guarding the door. I’m prodding the rags with my
down the east stairs.” sword - any movement?”
DM: “You go ten feet down the east stairs; it turns south to 20’, 30’ down; DM: (After the players of Silverleaf and Fredrik make their Intelligence
the stairs end, and you step into a 20’ wide corridor that goes east and checks to search) “Silverleaf notices that one of the stone blocks in the
west. You see a door 10’ up the west corridor on the north wall.” southwest wall is slightly discolored. Fred does not find any stonework
traps. The box is the size of a small trunk; it is latched, but not locked.
Rebecca: (Mapping): “That was the north wall?” DM: “Yes, the door is
Morgan, nothing moves in the pile of rags.”
in the north wall.”
Fredrik: “I want to have a look at that block, Silverleaf.”
Morgan: “We’re going to the door. Silverleaf, Black Dougal, and I will
listen.” Morgan: “Fred examines the block.”
DM: “As you step into the corridor, a breeze from the west makes your Fredrik: “For traps.”
torches flicker.”
Morgan: “Sorry, Fred; for traps.”
Rebecca: “Is it strong enough to put them out?”
Black Dougal: “I’m looking for traps on the box, too.”
DM: “No,” (Chuckling) “not yet.”
DM: (Fred’s player and Black Dougal’s each make Intelligence check,
Morgan: “Then we’ll listen at the door.” even though the block is not trapped. Their rolls indicates that Dougal
has failed to find the poisoned needle in the latch.) “Neither of you finds
DM: “Each of you can roll make a Perception check” (The players each
a trap.”
roll a d20, but none roll high enough to hear anything). “You don’t hear
anything.” Fredrik: “I’m pushing, pulling, and trying to twist the block.”
Morgan (After a discussion with the others): “We’ll leave the door and DM: “When you push it, a secret door opens in the west section of the
go down the passage to the west.” southwest wall. You see a 5’ wide corridor that goes south for 30’ and
ends at a door.”
DM: “After 30’ there is a side passage to the south, 10’ wide. The main
corridor continues west. You notice the breeze is stronger and your Morgan: “Fred and Silverleaf will guard the secret door, and Black
torches are beginning to flicker even more.” Dougal will open the box. I’ll search through the rags. Anything that
looks like a cloak or boots?”
Fredrik: “I don’t like this.”
DM: “Black Dougal, you find out that you missed a tiny, discolored
Dougal: “You’ve got Darkvision!”
needle in the latch. Roll a Constitution Saving Throw against poison,
Morgan: “We’ll take the side passage.” please!”

DM: “OK. After 50’ you find doors to the east and west. The passage Dougal (Rolling a “5” on his Saving Throw): “Missed it!”
continues south.”
DM: “Black Dougal gasps ‘Poison!’ and falls to the floor. He looks dead.”
Morgan: “Silverleaf, Fred, and Black Dougal will listen at the west door.”
Fredrik: “I’m grabbing his pack to carry treasure in.”
DM: “Roll Perception again.” (The players roll, with Black Dougal’s
Rebecca: “I’m giving Black Dougal the last rites of my church.”
player rolling a 15 on the die): “Black Dougal hears muttering voices.”
DM: “OK. Meanwhile, Fred, you find the box is full of silver, perhaps two
Dougal: “Do I understand them? I speak Common, Orc, Goblin, and
thousand pieces. Morgan, you do find a pair of old boots, but nothing
Elvish.”
like a cloak.”
DM: (After deciding on a chance for Dougal to recognize goblin
Morgan: “Fred will dump the silver and look for hidden compartments
language through the heavy door, and then rolling): “No, the voices
in the box. I’ll try on the boots and see if I move silently - we could use
aren’t loud enough.”
a pair of elven boots!”
Morgan: “We’re getting ready for combat. Fred and I will force the
DM: (Rolling another wandering monster check): “Fred finds a false
door.”
bottom in the box. It contains another smaller box of carved ivory that
Dougal: “I’ll guard the rear!” holds two gold bracelets set with jade.”

DM: “OK. The party is set, with Black Dougal guarding the rear.” Fredrik: “How valuable do they look?”

Morgan: “Just in case the door is stuck, I’ll try to force it opened.” (She DM: “You think the jewel case is worth 100 gp and each bracelet is

CHAPTER 8: DUNGEON MASTER INFORMATION 168


worth about 600 gp. Morgan seems to be moving very quietly.”
Morgan: “GREAT! I’ll put the case and jewels in my pack and then
watch the door as the others take turns filling their packs with silver.”
Fredrik: “I’ll dump out Dougal’s pack and fill it with coins.”
DM: “OK; the loading will take four turns.” (The DM makes the
wandering monster checks. As the party finishes loading, a large party
of bandits approaches. Since Morgan is watching the door, the DM
gives a very high chance that the bandits will be heard.) “As you finish
loading, Morgan hears the tramp of many booted feet coming from
the north. It’s getting louder…”
Morgan: “We’ll beat a hasty retreat through the secret door. Fred will
go first, then me. Silverleaf is next, and Sister Rebecca will bring up the
rear. She’ll spike the door shut behind us.”
Fredrick: “Before we do I grab Dougal’s body. We can’t leave him
behind.”
C. PLACE THE DUNGEON AND THE BASE TOWN: Early on, most characters
DM: “OK. As you reach the end of the secret passage, you hear a cry have been adventuring in a dungeon that was assumed to be near a
of discovery and a babble of voices from the room behind you. Black town. Both of these should now be placed on the map.
Dougal’s tools and rations have been discovered.”
The town is likely to be near a waterway or trade route, while the
Morgan: “What?! Didn’t anyone bring his things along?” dungeon is usually in a deserted or desolate area. The dungeon should
All: “No!” not be too close to the town (or the town would probably be overrun
by the dungeon’s monsters) but should not be more than a day’s
Morgan: “Nuts! We’re going to be more careful from here on, gang. journey away. If the town and dungeon are placed near the center of
Anyhow, Fred will listen at the door. I have my bow ready.” a small scale map, the players will be able to explore in all directions.
DM (rolling): “Fred, you don’t hear anything.” D. LOCATE AREAS UNDER HUMAN CONTROL: Areas controlled by
Morgan: “Fred will force open the door.” humans should now be placed, as these will usually be the areas where
the characters will start the campaign. The areas should be logically
DM (rolling): “It opens. You see a square room, 30’ on a side and 20’ placed; for example, many humans would be found on good farming
high. Your door is in the west section of the north wall. You don’t see land near rivers, but few would live in a desert. Thought should also be
any other exits. The room appears to be empty.” given to who controls these areas. This may be a high level NPC, a king
or baron, a council of rich merchants, and so on. The DM may want to
Rebecca: “What about behind us?”
do some reading on historical countries when designing “real” human
DM: “The voices have died down and you don’t hear anything.” cultures.
Morgan: “We’ll search the room very carefully, taking at least two turns. E. PLACE AREAS UNDER NON-HUMAN CONTROL: Areas that are
Silverleaf and Sister Rebecca are looking for secret doors and Fred is controlled by non-humans should now be placed. Elves will prefer
looking for shifting walls. I’m guarding the rear.” wooded places far from men, dwarves and goblins will prefer the
mountains, and halflings will live on good farming land or gentle hills if
DM: (Rolling for wandering monsters): “OK. You search for two turns. You
they can. Many monsters will choose a “territory” to hunt in and defend,
don’t find anything, but something finds you. A secret door that
while orcs and similar creatures will raid and move around a great deal.
Silverleaf and Sister Rebecca didn’t find in the south wall opens, and
two hobgoblins stroll in…” Although non-human areas usually have no set boundaries, the DM
may want to write the name of the most common or notable creature
(At this point, the time scale shifts from turns to rounds. This encounter is
on the map in the areas they inhabit.
the detailed in the Example of Combat on page 86).
F. OUTLINE THE BASE TOWN: The DM should first decide how large to
Designing a Wilderness make the town. Some general guidelines are:
In designing a wilderness, the DM will go through a number of steps Size Population
quite similar to those of creating a dungeon. The following section City 15,000+
explains the process in detail. Large Town 5,000 - 14,999
Small Town 1,000 - 4,999
A. DECIDE ON A SETTING: The DM should decide what the area will be Village 5 - 999
like overall. It may be mountains or steppes, woods or desert. It may be
The base town should be large enough to support the services the
based on a fantasy novel or created entirely by the DM.
players will need. These include:
In any case, the DM should first decide the size of the wilderness area
Inns and townhouses where the players stay between adventures,
he or she wants to work with. It is suggested that the first area be fairly
where notices are posted, and where rumors are found.
small, such as a barony, an island, or a valley. Small, confined areas are
easier for a beginning DM to control, and they take less time to design. Churches, shrines, or temples for the clerical orders, including at least
one NPC cleric powerful enough to cast a Raise Dead spell.
B. DRAW A MAP OF THE AREA: The next step is to draw a map of the
area. The DM may want to look at an atlas or other real maps for A Thieves’ Guild for thief class characters that can provide information,
reference, as these will give an idea of how real terrain fits together. markets for treasure, smuggling, spies, and hireling thieves - for a price.
Common sense should be used - rivers flow downhill, mountains and Town militia to keep an eye on the town… and the players!
islands form in chains, forests seldom border deserts, and jungles will
The DM should also decide who is running the town. Possibilities include
have many rivers and swampy areas. A decision should also be made
a sheriff appointed by a baron, a town council with a charter, a
at this point whether to use regular graph paper or special paper that
powerful merchant prince, or even a high-level NPC adventurer. NPC
is gridded into hexagons (hex paper). Graph paper is easier to find, but
rulers should be at least name level, with appropriate bodyguards and
hex paper makes it easier to figure movement.
magic.
The DM will usually want to start with a large scale map that shows only
major terrain features, working to a small scale map that shows things G. FILL IN IMPORTANT DETAILS AND POINTS OF INTEREST: The DM now
in more detail. It is a good idea to sketch the terrain in pencil first, so finishes the small area map by creating local NPCs, local rumors, and
that changes can be made easily. points of interest. This could include anyone who might wish to hire
adventurers and why they want to hire someone, whether the local
Example, a large scale map might be 30 miles to the hex (or square), officials take bribes, and how often the guard patrols a particular
while a small scale map might be 6 miles to the hex (or square). section of town, among other things. Minor townsfolk, officials, and

CHAPTER 8: DUNGEON MASTER INFORMATION 169


other NPCs can also be added. provide most of the basic needs to any group of adventurers. The town
is poorly defended, relying on the goodwill and capabilities of both the
H. CREATE SPECIAL ENCOUNTER TABLES AND GENERAL LAIRS: There will Baron and the Duke for its defense. Approximately 500 people live in
probably be special areas of the wilderness map for which the the town.
standard encounter tables will not seem correct. The DM is encouraged
to create his or her own tables for these places. Such a place might be NON-HUMANS
a vast battlefield where undead are common, or a forest infested with
orcs. Special encounter tables could reflect these unusual conditions. Gnomes: Living in the hills, the gnomes are a quiet and solitary group.
The DM is only limited by what he or she wants to include. They make little effort to contact the outside world, but will deal with
traders when such arrive. There are 620 gnomes living throughout this
Finally, the DM may also want to prepare several typical caves or lairs area. This number is divided between a large lair of 250 and several
but not locate them on the map. This way should the players encounter smaller outposts of no more than 100 each.
a lair the DM has not had time to describe individually, he or she may
A council of elders chosen by the gnomes, 1 from each outpost and 3
use the pre-drawn cave or lair as needed. This is also useful for castle
from the main lair, guides the members of the community in most
floor plans and ship decks. Likewise, if a random encounter occurs in
decisions. This council will act as judges, handle trade, and distribute
the wilderness, the DM may want to draw a crude sketch map of the
any money for the defense of the various outposts. However, any
area for the players. This will help them understand what is in the area,
important decisions are decided by a general vote of the population.
what they see, and what they can do.
Strangers desiring to deal with the gnomes must first present their case
to the elders for approval. Should this approval not be given (and the
Sample Wilderness Key and Map gnomes are extremely reluctant to involve themselves in the affairs of
This example is intended for the DM’s use only. If players wish to any outsider), the case will be closed. In the event that the council
adventure in this sample wilderness, stop reading here. The following cannot decide, a general vote will be taken. If great differences
information is for the DM to describe to the players as they explore. prevent an outpost of the lair from agreeing peacefully on an issue, the
dissident faction will leave and establish a new outpost in the area. In
MAP: GRAND DUCHY OF KARAMEIKOS this manner, the gnomish lands are slowly growing, although disunity
General Note: The scale of this map is 6 miles per hex and the map slows this somewhat.
shows only a section of the Grand Duchy of Karameikos. The gnomes are excellent craftsmen, especially skilled in combining
The Duchy is a large tract of wilderness and unsettled land claimed by items of wood and metal. Their wares will bring good prices in human
Duke Stefan Karameikos the Third. Although he claims control of a large lands. Trade is rendered difficult, however, not only by the reluctance
area of land on paper, large portions of it are held by humanoids and of the gnomes to deal, but also because the goblins of the forest and
monsters. The two main settled areas are the coast near the main city the gnomes are involved in frequent skirmishes.
of Specularum and the Black Eagle Barony on the Gulf of Halag.
Gnome Lair: When seen from the
The weather throughout the area represented on this map is generally surface, this area will appear to be
temperate and mild with short winters of little or no snowfall and long nothing but a number of game paths
summers. Rainfall is ample but not heavy and easterly winds blow cool that wind and cross each other.
breezes from over the sea. However, hidden throughout the area,
The mountain range running along the north edge of the map is known are carefully camouflaged doors and
by different names by the peoples of the territory including the Black smoke-holes leading to the burrows
Peaks, the Cruth Mountains, or The Steach. The two large river systems underneath. Each door has a peephole
that provide drainage from the area are left for the DM to name. through which a gnome guard keeps a
constant watch.
Due to the climate, large sections of this map are heavily forested.
Humans engage in lumber operations near the edges of the forests, but A. Gnome Observation Points: Set in the
are loathe to venture too deeply without good cause. Timber, both highest points of the hill, these
hardwood and softwood, is a prime resource of the area, and is either observation points are small mounds
exported or used to build ships in the shipyards of the port of that rise just above the surrounding
Specularum. grass. They are built with small slits in the
mounds that provide an all-around view
HUMAN LANDS to the 2 gnome guards in each
Specularum: Originally a trading port founded when this area was first observation point. If intruders approach,
explored, Specularum has become the major city of the Grand Duchy the guards will alert the others by
of Karameikos. Approximately 5,000 people live in or immediately sounding a silent whistle that the tame
around the city. The Duke maintains a standing force of 500 troops and giant moles will react to.
may raise an army of 5,000 from the surrounding countryside in times of B. Guard Posts: Each entrance will have a guard post near it, containing
war. A small fleet of warships is maintained in the harbor. 10 gnome guards. It is their duty to stop any attackers that manage to
The city is primarily noted for its excellent harbor facilities and shipyards. enter the burrow complex and hold them until reinforcements arrive. In
Walled on the landward side, the city is also protected by 2 each chamber is a gong of different pitch which will be sounded when
breakwaters that extend into the harbor, restricting passage to a attackers enter that area.
narrow entrance. Overlooking the harbor is the Duke’s castle, providing
ample defense of the harbor. C. Animal Traps and Pens: These are pits, covered and difficult to
distinguish from the surrounding area. Each pit is 10’ deep and contains
Black Eagle Barony: This area of the Duchy has been given as a fiefdom 1-6 giant ferrets that the gnomes have trained to hunt the rats and other
to Baron Ludwig “Black Eagle” von Hendriks. The central town is Fort small animals that might invade the burrow. The pits also serve as traps,
Doom, a forbidding structure. It is rumored to have dungeons filled with opening under the weight of even fairly small animals. On each side of
those who have displeased the Baron, an extremely cruel and the pit is a secret catch that is used to lock the doors shut, allowing safe
unpopular man. The Baron may have possible connections with evil passage over the trap door.
slavers and disreputable mercenaries. The Baron maintains a garrison The remaining areas would contain the living chambers, kitchens,
of 200 troops, using them freely to quell dissent and crush attacking council chambers, and storerooms for the gnomes who live in the
non-humans. burrow. These areas have been left for the DM to fill in and key.

Luln: Composed primarily of persons who have fled Black Eagle Barony, The walls, ceilings, and floors of the rooms and passageways are
merchants who have come to trade with the Baron, and some demi- paneled with planks of hard wood so that no earth shows. Mounted on
humans who have left the wilderness, Luln, is a base town for the walls about 20’ apart are oil lamps that are only lit as they are
adventurers exploring the Haunted Keep, also called Koriszegy Keep needed. Rooms are furnished in a simple but colorful style and have
and the surrounding land. Somewhat lawless and open, the town can many domestic items scattered about them.

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CHAPTER 8: DUNGEON MASTER INFORMATION 171
TERRAIN SYMBOLS: These standard terrain symbols are given at two sizes for maps of different scales. The large hex symbols are used for detailed maps
with smaller scales (1 hex = 1 mile). The small hex symbols are used for large scale maps depicting larger areas (1 hex = 36 miles).

CHAPTER 8: DUNGEON MASTER INFORMATION 172


Creating an NPC Party Wandering Monsters
If the DM is using NPC parties as Wandering Monsters or as planned
encounters, creating these parties in advance will save time. The DM
may choose the members of an NPC party, or use random rolls. The
composition, level, and alignment of an NPC party (Adventurers) can
be randomly determined by using the following steps:
1. Roll 1d6+3 to determine the number appearing.
2. Determine the class of each by rolling 1d8:
D8 Roll Class
1 Cleric
2 Dwarf
3 Elf
4 Fighter
5 Halfling
6 Magic-user
7 Thief
8 Fighter
3. Determine the level for each NPC by rolling 1d6+3.
4. Determine alignment of each NPC with 1d6:
D6 Roll Alignment
1 Lawful
2 Lawful
3 Neutral DUNGEON ENCOUNTERS: Besides the monsters encountered in rooms
4 Neutral or in their lairs, characters may encounter monsters which wander
5 Chaotic about the dungeon. These monsters are known as “Wandering
6 Chaotic Monsters”.
At the end of every turn (10 minutes), the DM should check for
5. Randomly determine or choose any spells for any magic-users,
Wandering Monsters. To do so, roll 1d6: a result of 1 indicates that the
elves, or clerics in the party.
party will encounter a Wandering Monster at the end of the next
6. Randomly determine possible magic items for the NPCs (see below). minute. The Wandering Monster will be 2d6x10 feet away from the party
when encountered in a direction of the DM’s choosing, and will be
7. Decide on a marching order for the group.
headed toward the player characters. Note that players move a
8. If encountered in the wilderness, there is a 75% chance that the NPC distance equal to the Movement Rate times three each minute while
party will be mounted. exploring dungeons (see Exploration Movement on page 65).
Wandering monsters may be determined at random or selected by the
DM. The Wandering Monster Tables (below) give a balanced mixture of
monsters for the dungeon levels. The DM may create his or her own
tables. The dungeon may have certain areas where Wandering
Monsters are encountered more often (such as on a roll of 1 or 2). The
dungeon may have areas where the DM checks for Wandering
Monsters twice every turn, or where a monster will appear when a
corridor is entered. Wandering Monsters should appear more often if
the party is making a lot of noise or light, but should not be frequent if
the party spends a long time in one out- of-the-way place (if they stop
in a room for the night, for example). See CHAPTER 5: THE ENCOUNTER
for more information on both planned and random encounters.
The DM may want to create special wandering monster tables for
specific areas or dungeons. These might include the monsters which
live in the area, patrols, and animals (vermin) which can be found
there. An example would be a cave complex with goblins living in it. A
wandering monster table for this area could have encounters with
normal goblins, goblin patrols, and perhaps a chance of running into
NPC Magic Items bats or rats.
In general, NPCs should have about the same number of items as a
Most Wandering Monsters are the same level as the level of the
player character of the same level. Magic can be assigned to match
dungeon (in other words, they have a number of Hit Dice equal to the
the power of the NPC, or it can be rolled randomly. The chance of any
number of the dungeon level). The “Number Appearing” of some
NPC of 1st level or greater possessing magic items is 5% per level
monsters has been adjusted to make them more appropriate for
(maximum chance 95%), checking on each magic item suitable:
encounters on a dungeon level.
Sword Scroll Use the table for the dungeon level being explored. Roll 1d20 to find
Armor Wand/Staff/Rod the type of Wandering Monster. The information given will include the
Miscellaneous Weapon Miscellaneous Magic alignment of the monster (A = Any alignment, L = Lawful, N = Neutral, C
Potion = Chaotic) and the following abbreviations for other information:
If an NPC cannot use an item, the NPC should not have it (do not reroll).
The DM may reduce or change the magic items rolled to prevent the No. = Number Appearing
players from getting powerful magic items too easily. Note also that AC = Armor Class
NPCs will use their magic intelligently against the party when in combat. HD = Hit Dice, the monster’s attack bonus usually equals its Hit Dice
Furthermore, NPCs never willingly give magic items to players, nor Move = Movement rate per minute (followed by rate per round in
should a Charm spell cause them to surrender such items. Players parentheses)
should only obtain magic items from NPCs through barter, trickery, or CB = Check Bonus (for ability checks, including Saving Throws)
force.

CHAPTER 8: DUNGEON MASTER INFORMATION 173


DUNGEON WANDERING MONSTERS, LEVEL 1
D20 Roll Wandering Monster No. AC HD Attack/Damage Move CB Morale Special
1 Acolyte (A) 1d8 18 1 1d6 60’ (20’) 0 13 Spells, turn undead
2 Bandit (N-C) 1d8 14 1 1d6 120’ (40’) 0 13 Backstab
3 Beetle, Fire (N) 1d8 16 1+2 2d8 120’ (40’) 0 10
4 Crab, Giant (N) 1d4 18 3* 2d6/2d6 60’ (20’) 1 13
5 Dwarf (L) 1d6 16 1+1* 1d6 60’ (20’) 0 13 Save bonuses (magic, poison)
6 Ferret, Giant (N) 1d8 15 1+1 1d8 150’ (50’) 0 13
7 Goblin (C) 2d4 14 1-1 1d6 90’ (30’) 0 11
8 Green Slime* (N) 1d4 N/A 2* Slime 15’ (5’) 1 18 Immune to most attacks, slime
9 Halfling (L) 3d6 13 1+1* 1d6 90’ (30’) 0 13 Save bonuses (magic, poison)
10 Killer Bee (N) 1d6 13 1/2 * 1d3, poison 150’ (50’) 0 13 Poison
11 Kobold (C) 4d4 13 1/2 1d6 120’ (40’) 0 9
12 Lizard, Gecko (N) 1d3 15 3+1 1d8 120’ (40’) 1 11
13 Merchant (A) 1d8 15 1 1d6 90’ (30’) 0 11 Combat and weapon mastery
14 Orc (C) 2d4 14 1 1d6 90’ (30’) 0 13
15 Shrew, Giant (N) 1d4 16 1* 1d6/1d6 180’ (60’) 0 16 +3 initiative, echolocation
16 Skeleton (C) 3d4 13 1 1d6 90’ (30’) 0 18 Undead immunities
17 Snake, Cobra (N) 1d6 13 1* 1d3, poison 90’ (30’) 0 10 Poison, spit poison
18 Spider, Large (N) 1d10 13 1+1 * 1, poison 150’ (50’) 0 8 Poison
19 Stirge (N) 1d10 13 1* 1d3 180’ (60’) 0 13 Blood drain, CON save bonus
20 Wolf (N) 2d6 13 2+2 1d6 180’ (60’) 1 13

DUNGEON WANDERING MONSTERS, LEVEL 2


D20 Roll Wandering Monster No. AC HD Attack/Damage Move CB Morale Special
1 Beetle, Oil (N) 1d8 16 2* 1d6 120’ (40’) 1 13 Oil spray
2 Berserker (N) 1d6 13 1+1* 1d8+2 120’ (40’) 0 18 Ferocity, fearless
3 Cat, Mt Lion (N) 1d4 14 3+2 1d3, 1d3, 1d6 150’ (50’) 1 13
4 Elf (N) 1d4 15 1* 1d6 120’ (40’) 0 13 Spell use, immunities
5 Ghoul (C) 1d6 14 2** 1d3, 1d3, 1d3 90’ (30’) 1 14 Paralysis, undead immunities
6 Gnoll (C) 1d6 15 2 2d4 90’ (30’) 1 13
7 Gray Ooze* (N) 1 12 3* 2d8 15’ (5’) 1 18 Destroy armor, immunities
8 Hobgoblin (C) 1d6 14 1+1 1d8 90’ (30’) 0 13
9 Lizard, Draco (N) 1d4 15 4+2 1d10 120’ (40’) 2 11 Glide (70’)
10 Lizard Man (N) 2d4 15 2+1 1d6+1 90’ (30’) 1 18 Swim (40’)
11 Neanderthal (N) 1d10 12 2 1d6 120’ (40’) 1 11
12 Noble (A) 2d6 18 3 1d8 60’ (20’) 1 13 Combat and weapon mastery
13 Pixie (N) 2d4 17 1* 1d3 90’ (30’) 0 10 Flight (60’), improved invisibility
14 Robber Fly (N) 1d6 14 2 1d8 180’ (60’) 1 12 Surprise attack
15 Rock Baboon (N) 2d6 14 2 1d6, 1d3 120’ (40’) 1 12
16 Snake, Pit Viper (N) 1d8 14 2* 1d4, poison 90’ (30’) 1 10 Poison
17 Spider, Huge (N) 1d6 14 2+2* 1d6, poison 150’ (50’) 1 11 Poison
18 Troglodyte (C) 1d8 15 2* 1d4, 1d4, 1d4 120’ (40’) 1 13 Camouflage, stench
19 Veteran (A) 2d4 18 3 1d8 60’ (20’) 1 13 Combat and weapon mastery
20 Zombie (C) 2d4 12 2 1d6 90’ (30’) 1 18 Undead immunities

DUNGEON WANDERING MONSTERS, LEVEL 3

D20 Roll Wandering Monster No. AC HD Attack/Damage Move CB Morale Special


1 Ape, White (N) 1d6 14 4 1d4, 1d4 120’ (40’) 2 13 Throw stones, 1d6
2 Beetle, Tiger (N) 1d6 17 3+1 2d6 150’ (50’) 1 16
3 Bugbear (C) 2d4 15 3+1 1d8+1 90’ (30’) 1 16 Stealthy
4 Carrion Crawler (N) 1d3 13 3+1* 1 (x8) 120’ (40’) 1 16 Paralysis
5 Doppleganger (C) 1d6 15 4* 1d12 90’ (30’) 2 16 Immunities, +3 to all saves
6 Driver Ant (N) 2d4 17 4* 1d12 180’ (60’) 2 18
7 Gargoyle* (C) 1d6 15 4* 1d3, 1d3, 1d6, 1d4 90’ (30’) 2 16 Flight (50’), immunities
8 Gelatinous Cube (N) 1 12 4* 2d4 60’ (20’) 2 18 Immunities, paralysis
9 Harpy (C) 1d6 13 3* 1d4, 1d4, 1d6 60’ (20’) 1 12 Flight (50’), song, resist magic
10 Living Statue, Crystal (L) 1d6 16 3 1d6, 1d6 90’ (30’) 1 18 Immunities
11 Lycanthrope, Wererat* (C) 1d8 13 (10) 3* 1d6 120’ (40’) 1 12 Stealthy, summon rats
12 Medium (A) 1d4 10 1* 1d4 120’ (40’) 0 11 Spell use
13 Medusa (C) 1d3 12 4** 1d6, poison 120’ (40’) 2 12 Gaze attack, spell save bonus
14 NPC Party (A) 1d4+4 Varies Varies Varies Varies Varies 13 Varies
15 Ochre Jelly* (N) 1 12 5* 2d8 30’ (10’) 2 18 Only harmed by cold or fire
16 Ogre (C) 1d6 15 4+1 1d6+3 90’ (30’) 2 16
17 Shadow* (C) 1d8 13 3+3*. 1d4, special 90’ (30’) 2 18 Energy drain, immunities
18 Spider, Giant (N) 1d3 16 4+4* 1d8, poison 120’ (40’) 2 13 Poison, web
19 Thoul (C) 1d6 14 4** 1d3, 1d3 120’ (40’) 2 16 Paralysis, regeneration
20 Wight* (C) 1d6 15 4* 1d4, special 90’ (30’) 2 18 Energy drain, immunities

Monster Name*: Special weapon needed to hit


HD *: Experience award bonus

CHAPTER 8: DUNGEON MASTER INFORMATION 174


DUNGEON WANDERING MONSTERS, LEVEL 4-5
D20 Roll Wandering Monster No. AC HD Attack/Damage Move CB Morale Special
1 Adventurers, NPC Party (A) 1d4+4 Varies Varies Varies Varies Varies 13 Varies
2 Bear, Cave (N) 1d2 15 7 1d8, 1d8, 2d6 120’ (40’) 3 16 Bear hug, 2d6
3 Blink Dog (L) 1d6 15 4* 1d6 120’ (40’) 2 12 Blinking
4 Caecilia (N) 1d3 14 6* 1d8 60’ (20’) 3 13 Swallow whole
5 Cockatrice (N) 1d4 14 5**. 1d6, special 90’ (30’) 2 10 Flight (60’), petrification
6 Doppleganger (C) 1d6 15 4* 1d12 90’ (30’) 2 16 Immunities, +3 to all saves
7 Gray Ooze* (N) 1 12 3* 2d8 15’ (5’) 1 18 Destroy armor, immunities
8 Hellhound (C) 2d4 16 5** 1d6 120’ (40’) 2 13 Fiery breath, immune to fire
9 Lizard, Tuatara 1d2 16 6 1d4, 1d4, 2d6 90’ (30’) 3 11
10 Lycanthrope, Wereboar* (C) 1d4 16 (10) 4+1* 2d6+2 (1d8+2) 150’ (50’) 2 14 Berserker fury, summon boars
11 Lycanthrope, Werewolf’* (C) 1d6 15 (10) 4* 1d6, 1d6, 2d4 150’ (50’) 2 12 Summon wolves
12 Minotaur (C) 1d6 14 6 1d6, 1d6 120’ (40’) 3 18 Immune to Maze spells
13 Ochre Jelly* (N) 1 12 5* 2d8 30’ (10’) 2 18 Only harmed by cold or fire
14 Owl Bear (N) 1d4 15 5 1d8, 1d8, 1d8 120’ (40’) 2 13 Bear hug, 1d8
15 Rust Monster (N) 1d4 18 5 Special 120’ (40’) 2 11 Rust metal
16 Spectre* (C) 1d4 18 6** 1d8, special 240’ (80’) 3 16 Energy drain, immunities
17 Spider, Giant (N) 1d4 16 4+2* 1d8, poison 120’ (40’) 2 13 Poison, web
18 Troll (C) 1d8 16 6+3* 1d6, 1d6, 1d10 120’ (40’) 3 16 Regeneration
19 Weasel, Giant (N) 1d4 13 4+4 2d4, special 150’ (50’) 2 12 Blood drain
20 Wraith* (N) 1d4 17 5** 1d6, special 240’ (80’) 2 18 Energy drain, immunities

DUNGEON WANDERING MONSTERS, LEVEL 6-7


D20 Roll Wandering Monster No. AC HD Attack/Damage Move CB Morale Special
1 Adventurers, NPC Party (A) 1d4+4 Varies Varies Varies Varies Varies 13 Varies
2 Basilisk (N) 1d6 16 6+1** 1d10, special 60’ (20’) 3 16 Gaze attack, petrification
3 Bear, Cave (N) 1d2 15 7 1d8, 1d8, 2d6 120’ (40’) 3 16 Bear hug, 2d6
4 Black Pudding* (N) 1 14 10* 3d8 60’ (20’) 5 18 Acid, budding, immunities
5 Caecilia (N) 1d3 14 6* 1d8 60’ (20’) 3 13 Swallow whole
6 Displacer Beast (N) 1d4 16 6* 2d4, 2d4 150’ (50’) 3 13 Displacement
7 Dragon, White (N) 1d4 17 6** 1d4, 1d4, 2d8 90’ (30’) 3 13 Breath weapon, flight (80’), ^
8 Gorgon (N) 1d4 18 8* 2d6, special 120’ (40’) 4 11 Charge, petrification cloud
9 Hellhound (C) 2d4 16 5** 1d6 120’ (40’) 2 13 Fiery breath, immune to fire
10 Hydra (N) 1 15 7 1d10 (x7) 120’ (40’) 3 14 Keen senses
11 Lycanthrope, Weretiger* (C) 1d4 17 (10) 5* 1d6, 1d6, 2d6 150’ (50’) 3 14 Stealthy, summon great cats
12 Minotaur (C) 1d6 14 6 1d6, 1d6 120’ (40’) 3 18 Immune to Maze spells
13 Mummy* (C) 1d4 15 5+1** 1d12, special 60’ (20’) 2 18 Disease, immunities
14 Ochre Jelly* (N) 1 12* 5* 2d8 30’ (10’) 2 18 Only harmed by cold or fire
15 Owl Bear (N) 1d4 15 5 1d8, 1d8, 1d8 120’ (40’) 2 13 Bear hug, 1d8
16 Rust Monster (N) 1d4 18 5 Special 120’ (40’) 2 11 Rust metal
17 Salamander, Flame* (C) 1d4+1 16 8* 2d6, 1d6, special 120’ (40’) 4 13 Heat damage, immunities
18 Scorpion, Giant (N) 1d6 18 4* 1d10, 1d10, 1d4 150’ (50’) 2 16 Poison
19 Spectre* (C) 1d4 18 6** 1d8, special 240’ (80’) 3 16 Energy drain, immunities
20 Troll (C) 1d8 16 6+3* 1d6, 1d6, 1d10 120’ (40’) 3 16 Regeneration

DUNGEON WANDERING MONSTERS, LEVEL 8


D20 Roll Wandering Monster No. AC HD Attack/Damage Move CB Morale Special
1 Adventurers, NPC Party (A) 1d4+4 Varies Varies Varies Varies Varies 13 Varies
2 Black Pudding* (N) 1 14 10* 3d8 60’ (20’) 5 18 Acid, budding, immunities
3 Chimera (C) 1d2 16 9** 1d3x2, 2d4x2, 2d8 120’ (40’) 4 16 Breath weapon, flight (60’)
4 Dragon, Black (C) 1d4 18 7** 1d4+1 (x2), 2d10 90’ (30’) 3 13 Breath weapon, flight (80’),^
5 Dragon, Blue (N) 1d4 20 9** 1d6+1 (x2), 3d10 90’ (30’) 4 16 Breath weapon, flight (80’),^
6 Dragon, Gold (L) 1d4 22 10** 2d4, 2d4, 6d6 90’ (30’) 5 18 Breath weapon, flight (80’),^
7 Dragon, Green (C) 1d4 19 8** 1d6, 1d6, 3d8 90’ (30’) 4 16 Breath weapon, flight (80’),^
8 Dragon, Red (C) 1d4 21 10** 1d8, 1d8, 3d10 90’ (30’) 5 18 Breath weapon, flight (80’),^
9 Giant, Hill (C) 1d4 16 8 2d8 120’ (40’) 4 13
10 Giant, Stone (N) 1d2 18 9 3d6 120’ (40’) 4 14 Throw boulders, 3d6
11 Golem, Amber (N) 1 14 10** 2d6, 2d6 180’ (60’) 5 18 Detect invisible, immunities
12 Golem, Bone (N) 1 18 8* 1d6, 1d6, 1d6, 1d6 120’ (40’) 4 18 Immunities
13 Hydra (N) 1 15 10 1d10 (x10) 120’ (40’) 5 14 Keen senses
14 Lycanthrope, Werebear* (C) 1d4 18 (11) 6* 2d4, 2d4, 2d8 120’ (40’) 3 16 Bear hug, summon bears
15 Manticore (C) 1d2 16 6+1 1d4, 1d4, 2d4 120’ (40’) 3 14 Flight (60’), tail spikes
16 Purple Worm (N) 1d2 14 15* 2d8, 1d8, special 60’ (20’) 7 15 Poison, swallow whole
17 Salamander, Flame* (C) 1d4+1 16 8* 2d6, 1d6, special 120’ (40’) 4 13 Heat damage, immunities
18 Salamander, Frost* (C) 1d3 16 12* 1d6 (x4), 2d6 120’ (40’) 6 16 Cold damage, immunities
19 Umber Hulk (C) 1d4 18 8+8* 3d4, 3d4, 1d10 60’ (20’) 4 16 Confusion*
20 Vampire• (C) 1d4 18 8+3* 1d10, special 120’ (40’) 4 16 Immunities, regenerate, spells
Monster Name*: Special weapon needed to hit
HD *: Experience award bonus
^: Resistances and possible spell use

CHAPTER 8: DUNGEON MASTER INFORMATION 175


WILDERNESS ENCOUNTERS: While travelling in the wilderness, there is a
chance that the characters will encounter creatures just as they would
in a dungeon. The DM should decide how often encounter checks are
made. Encounters are usually checked for once per day, but the DM
may include planned encounters, or may make additional checks if
appropriate. See CHAPTER 5: THE ENCOUNTER for more information on
both planned and random encounters.
No more than 3 or 4 encounter checks should be made per day. The
DM should keep track of time during the day, as it may be important
whether an encounter takes place at noon, dusk, night, etc.
If the DM wishes to use random rolls for encounters, the chance of
having an encounter depends on the terrain the characters are in. The
following table lists the major types of terrain and the numbers needed
on a d6 to result in an encounter.

Aerial Barren City Desert


5-6** 5-6 6 5-6

Grasslands† Hills Inhabited Jungle


6 5-6 6 4-6 ANIMAL SUBTABLE 1
Barrens, Hills,
Mountains Ocean River Swamp D12 Roll Mountains Grasslands Desert Inhabited
4-6 5-6* 5-6 4-6 1 Antelope Antelope Antelope Antelope
2 Ape, White Boar Antelope Antelope
Woods 3 Bear, Cave Cat, Lion Camel Boar
5-6 4 Cat, Mtn Lion Elephant Camel Cat, Tiger
* A roll of 5 indicates a normal ocean encounter; a 6 will result in an 5 Hawk Ferret, Giant Cat, Lion Ferret, Giant
encounter at the end of the day in whatever type of terrain the ship 6 Mule Hawk, Giant Cat, Lion Hawk
has beached in. If the ship spends the entire day at sea, there will 7 Roc Horse, Wild Hawk Rat, Giant
be no land encounters. 8 Rock Baboon Mule Lizard, Gecko Shrew, Giant
9 Snake, Viper Rock Baboon Lizard, Tuatara Snake, Viper
** Aerial encounters always use the Flyer Subtable.
10 Snake, Rattle Snake, Viper Snake, Viper Spider, Giant
† Includes any clear, open terrain. 11 Wolf Snake, Rattle Snake, Rattle Weasel, Giant
12 Wolf, Dire Weasel, Giant Spider, Wolf
Once an encounter has been determined, an 8-sided die should be
Tarantula
rolled, and the result checked under the appropriate terrain column.
For terrain types not listed on the encounter tables, the closest ANIMAL SUBTABLE 2
approximation should be used. The result will give the subtable to
Optional,
consult. A 12-sided die should be rolled and the result on the subtable
D8 Roll Jungle River Woods Prehistoric
will give the type of creature encountered.
1 Antelope Antelope Antelope Bear, Cave
The number of creatures encountered will depend upon the size of the 2 Boar Boar Boar Cat, Sabre-Tooth
adventuring party. Suggested guidelines have been given in the 3 Cat, Panther Cat, Panther Cat, Panther Crocodile, Gnt
monster descriptions, but numbers may be set by the DM. 4 Lizard, Draco Cat, Tiger Cat, Tiger Mastodon
5 Lizard, Gecko Crab, Giant Hawk Pteranodon
WILDERNESS ENCOUNTER TABLE 6 Lizard, Horned Crocodile Lizard, Gecko Rhino, Woolly
Barrens, Hills, 7 Rat, Giant Crocodile, Lg Lizard, Tuatara Snake, Viper
D8 Roll Mountains City Desert Grasslands 8 Shrew, Giant Piranha, Giant Snake, Viper Stegosaurus
1 Humans Humans Humans Humans 9 Snake, Viper Leech, Giant Spider, Huge Titanothere
2 Flyer Undead Flyer Flyer 10 Snake, Python Rat, Giant Unicorn Triceratops
3 Humans Humanoid Humanoid Humanoid 11 Snake, Cobra Shrew, Giant Wolf T. Rex
4 Unusual Humans Humans Animal 12 Spider, Huge Toad, Giant Wolf, Dire Wolf, Dire
5 Animal Humans Animal Animal
6 Humanoid Humans Dragon Unusual
7 Dragon Humans Undead Dragon
8 Dragon Humans Animal Insect

D8 Roll Inhabited Jungle Ocean River


1 Humans Humans Humans Humans
2 Flyer Flyer Flyer Flyer
3 Humanoid Insect Swimmer Humanoid
4 Humans Insect Swimmer Insect
5 Humans Humanoid Swimmer Swimmer
6 Insect Animal Swimmer Swimmer
7 Animal Animal Swimmer Animal
8 Dragon Dragon Dragon Dragon

D8 Roll Swamp Woods


1 Humans Humans
2 Flyer Flyer
3 Humanoid Humanoid
4 Swimmer Insect
5 Undead Unusual
6 Undead Animal
7 Insect Animal
8 Dragon Dragon

CHAPTER 8: DUNGEON MASTER INFORMATION 176


DRAGON SUBTABLE HUMANS SUBTABLE 2
D12 Roll* Type of Dragon D12 Roll* Type of Dragon D12 Roll Inhabited Jungle Ocean River
1 Dragon, Black 7 Dragon Turtle 1 Bandit Brigand Buccaneer Brigand
2 Dragon, Blue 8 Hydra, Sea 2 Trader Merchant Pirate Bandit
3 Dragon, Gold 9 Sea Dragon 3 NPC Party Bandit Merchant NPC Party
4 Dragon, Green 10 Wyvern 4 NPC Party NPC Party NPC Party Merchant
5 Dragon, Red 11 Basilisk 5 Merchant Cleric* Pirate Buccaneer
6 Dragon, White 12 Dragonne 6 Veteran Fighter* Merchant Buccaneer
7 Bandit Magic-user* Merchant Cleric*
* At sea, roll a d10
8 Fighter* Berserker Merchant Magic-user*
9 Magic-user* Brigand Buccaneer Fighter*
10 Acolyte Caveman Pirate Merchant
11 Cleric* NPC Party Merchant Buccaneer
12 Noble Brigand Pirate NPC Party

HUMANS SUBTABLE 3
D12 Roll Swamp Woods
1 Brigand Brigand
2 Bandit Bandit
3 NPC Party NPC Party
4 NPC Party Merchant
5 Merchant Berserker
6 Cleric* Brigand
7 Trader Cleric*
8 Berserker Magic-user*
9 Fighter* Fighter*
10 Magic-user* Bandit
11 NPC Party Brigand
FLYER SUBTABLE 12 Bandit NPC Party
Barrens, Hills, * See Creating an NPC Party on page 173
D12 Roll Mountains Desert Other
1 Gargoyle Gargoyle Cockatrice
2 Griffon Gargoyle Gargoyle
3 Harpy Griffon Griffon
4 Hawk Hawk Hawk, Giant
5 Hawk, Giant Hawk, Giant Hippogriff
6 Hippogriff Manticore Killer Bee
7 Manticore Manticore Pegasus
8 Pegasus Roc, Small Pixie
9 Roc, Small Roc, Large Robber Fly
10 Roc, Large Roc, Giant Roc, Small
11 Roc, Giant Sphinx, Crio- Sprite
12 Sylph Sphinx, Heiraco- Stirge

HUMANS SUBTABLE 1 HUMANOID SUBTABLE 1


Barrens, Hills, Barrens, Hills, City,
D12 Roll Mountains City Desert Grasslands D12 Roll Mountains Inhabited Desert Grasslands
1 Brigand Bandit Dervish Brigand 1 Dwarf Dwarf Giant, Fire Bugbear
2 Bandit Trader Nomad Bandit 2 Giant, Cloud Elf Goblin Elf
3 NPC Party NPC Party NPC Party NPC Party 3 Giant, Frost Giant, Hill Hobgoblin Giant, Hill
4 Merchant NPC Party Merchant Merchant 4 Giant, Hill Gnome Hobgoblin Gnoll
5 Berserker Trader Nomad Berserker 5 Giant, Stone Gnoll Ogre Goblin
6 Berserker Veteran Nomad Merchant 6 Giant, Storm Goblin Ogre Halfling
7 Cleric* Bandit Cleric* Noble 7 Gnome Halfling Ogre Hobgoblin
8 Magic-user* Fighter* Magic-user* Magic-user* 8 Goblin Hobgoblin Orc Ogre
9 Fighter* Trader Fighter* Fighter* 9 Kobold Ogre Orc Orc
10 Brigand Acolyte Noble Bandit 10 Orc Orc Pixie Pixie
11 Caveman Merchant Dervish Cleric* 11 Sylph Pixie Sprite Thoul
12 Caveman Noble Nomad Nomad 12 Troll Sprite Thoul Troll

CHAPTER 8: DUNGEON MASTER INFORMATION 177


HUMANOID SUBTABLE 2 UNDEAD SUBTABLE UNUSUAL SUBTABLE
D12 Roll Jungle River Swamp Woods D12 Roll D12 Roll
1 Bugbear Bugbear Bullywug Brownie 1 Banshee 1 Basilisk
2 Bullywug Bullywug Gnoll Bugbear 2 Ghast 2 Blink Dog
3 Elf Elf Goblin Cyclops 3 Ghoul 3 Centaur
4 Giant, Fire Gnoll Hobgoblin Dryad 4 Ghost 4 Displacer Beast
5 Giant. Hill Hobgoblin Lizard Man Elf 5 Mummy 5 Gorgon
6 Gnoll Lizard Man Lizard Man Giant, Hill 6 Skeleton 6 Lycanthrope, Wererat
7 Goblin Lizard Man Lizard Man Goblin 7 Shadow 7 Lycanthrope, Werewolf
8 Lizard Man Nixie Ogre Hobgoblin 8 Spectre 8 Medusa
9 Ogre Ogre Orc Ogre 9 Wight 9 Peryton
10 Orc Orc Troglodyte Orc 10 Wraith 10 Rakshasa
11 Troglodyte Thoul Troll Satyr 11 Vampire 11 Umber Hulk
12 Troll Troll Troll Troll 12 Zombie 12 Treant

INSECT SUBTABLE
D12 Roll
1 Ankheg
2 Beetle, Fire
3 Beetle, Oil
4 Beetle, Tiger
5 Driver Ant
6 Killer Bee
7 Robber Fly
8 Scorpion, Giant
9 Spider, Giant
10 Spider, Huge
11 Spider, Large
12 Wasp, Giant

CASTLE ENCOUNTERS: Most castles in the wilderness will belong to high


level NPCs who have cleared the land and hired mercenaries. When
characters discover a castle in the wilderness, they will be unsure of the
type of reception they will receive.
SWIMMER SUBTABLE If the DM has not planned the reaction of the inhabitants of a castle,
D12 Roll Lake/River Ocean Swamp the following table may be used. To use the table, find the character
1 Crab, Giant Dragon Turtle Bullywug type that serves as the lord of the castle. For each character class, roll
2 Crocodile Hydra, Sea Crab, Giant to determine the type of guards that patrol the surrounding lands, as
3 Crocodile, Large Kuo-Toa Crocodile well the reaction of the lord. These reactions assume the party does
4 Fish, Catfish Merman Crocodile, Large nothing either to arouse suspicion or inspire trust.
5 Kelpie Octopus, Giant Crocodile, Giant
Note that the men listed are only part of the castle owner’s forces. The
6 Leech, Giant Sahuagin Fish, Catfish rest of the force should include men-at-arms and might even include
7 Lizard Man Sea Dragon Hag, Green
special creatures such as trolls, or combinations such as superheroes
8 Merman Sea Lion Insect Swarm
mounted on griffons.
9 Nixie Sea Serpent Leech, Giant
10 Nymph Shark, Great White Lizard Man Owner Level Patrol Pursue Ignore Friendly
11 Termite, Water Squid, Giant Shambling Mound Fighter 9-14 2d6 * 1-3 4-5 6
12 Water Weird Whale Troll Magic-User 11-14 2d6 ** 1 2-5 6
Cleric 7-14 2d6 † 1-2 3-4 5-6
* Heavy horsemen
** Heavy footmen
† Medium horsemen
Pursue: The men will chase the party off the lord’s land or charge the
characters a toll. This sum may vary depending on the personality of
the lord, how wealthy the characters look, and other things. Refusing to
pay may result in being arrested, run off the land, or attacked.
Ignore: This means that no attempt to aid or hinder the party will be made.
Friendly: This result does not necessarily mean that the castle owner likes
the adventurers. It merely indicates that he or she has invited them to
stay. Some NPCs may do this for evil purposes.
Elves, dwarves, and halflings are not given on this list, as their
strongholds are special cases. In almost all cases these characters will
seek to avoid contact with strangers. The DM should detail any demi-
human strongholds so that definite reactions may be known.

CHAPTER 8: DUNGEON MASTER INFORMATION 178


Dungeon Mastering as a Fine Art of play”. The treasures should be balanced by the dangers. Some
groups prefer adventures where advancement between levels is swift.
The success of an adventure depends on the DM and his or her In such a case, since the treasures are generally greater, the monsters
campaign; its dungeons, NPCs, settlements, and wildernesses. Even so, should be “tougher”.
a DM will quickly find that it is impossible to predict every possibility. After Other groups prefer adventures where character development is more
all, there are several players and only one DM! It is not unusual for important, and advancement is slower. If the monsters are too tough,
players to find a solution, or pose a new problem, that the DM has not and if the parties are reduced by many deaths, then few characters
even thought of. It is very important for the DM to be flexible. will ever reach higher levels.
It is important that the DM be fair, judging everything without favoring
one side or another. The DM is there to see that the adventure is “Your character doesn’t know that”: A player should not allow his or her
interesting and that everyone enjoys the game. D&D is not a contest character to act on information that character has no way of knowing
between the DM and the players! The DM should do his or her best to (for example, attacking an NPC because the NPC killed a previous
act impartially when taking the part of monsters or handling disputes character run by the player, even though the NPC and current
between characters. character have never met). If the players get careless about this, the
DM should remind them. The DM may, in addition, forbid certain actions
Part of the art of expert DMing is to keep the campaign challenging for
to the characters involved. The DM should make it clear to the players
the players. Much of the rest is dealing with balance problems: too
before the adventure begins that characters may not act on
much money, not enough money, a too-powerful magic item, a too-
information they do not have. It will save lots of time later.
powerful character, player grudges, and so forth. Many of the answers
to these problems, as well as a personal DMing style, will come through “But I rolled it!”: A common mistake most DMs make is to rely too much
continued play. on random die rolls. An entire evening can be spoiled if an unplanned
wilderness encounter on the way to the dungeon goes badly for the
“That’s not in the rules!”: The players will often surprise the DM by doing
party. The DM must use good judgment in addition to random tables.
the unexpected. Don’t panic. When this happens, the DM should just
Encounters should be scaled to the strength of the party and should be
make sure that everything is done in the order given by the outline or
in harmony with the theme of the adventure.
sequence of events being used. Minor details may be made up as
needed to keep the game moving. All DMs learn how to handle both “Monsters use teamwork, too”: A player character party with a wide
new ideas and unusual actions quickly and with imagination. range of abilities can usually defeat any single monster opponent. Thus,
Quite often a DM can decide on a solution to a player’s actions not monsters will often team up for mutual survival. Special groups of
covered by these rules. Other times, a problem may have no simple monsters combining missile, spell, and melee attacks can be set up.
solution. One quick way for a DM to decide whether a solution will work Also, monsters can be given special leaders with more Hit Dice (or
is by imagining the situation, and then considering different possible maximum Hit Points) and other special abilities.
outcomes. Example: A magic-user with two apprentices, a bodyguard of
Example: The DM is running a combat that is taking place on a ledge bugbears, and a charmed manticore; or an orc leader with clerical
next to an unexplored chasm. One player suddenly decides that his spells leading a party of bow-armed orcs with trained hunting lizards;
character has no chance to survive combat. The player announces, and so on.
“My character wants to jump into the chasm to escape!” There may “The most dangerous game”: Only non-intelligent monsters should act
be a chance that he will fall to a nearby ledge or land in a pool of unintelligently. Weak monsters will use missile weapons, traps,
water at the bottom of the chasm. The DM thinks about the dungeon ambushes, and even make deals - slugging it out with a more powerful
for a minute, and remembers that an underground river flows through party will only get them massacred!
some of the lower dungeon levels, so there might be a pool below.
Even so, the character will fall 60’, and a normal fall will do 1d6 points A strong monster will have guards to weaken a party or guard its
of damage per 10’ fallen. This character has only 7 hp, and seems likely escape. Smart monsters will use any magic items in their lairs that they
to die even if the water cushions his landing and reduces the damage. can to best advantage. If the party fails to defeat a monster, it will
prepare defenses, get reinforcements, or even move to another area
There should always be a chance to do something nearly impossible. A in case the party returns. Surviving monsters will learn from a party’s
player should have, at the very least, a Saving Throw or stated tactics and be prepared to imitate or counter them next time.
percentage chance of a miraculous occurrence saving the character.
Continuing the above example: The DM answers: “Looking down into “NPCs are people, too!”: NPCs should be played by the DM as
the chasm, your character can estimate that he has a 98% chance of intelligent people with interests of their own. If a player tries to convince
dying, no Saving Throw, if he jumps. If you decide your character jumps, an NPC to do something, the DM should think about how a player
roll percentage dice. A result of 99 or 00 will mean that your character would react to the same offer, considering character and alignment of
lives, but any other result will mean that he will die in the attempt. Do the NPC.
you still want to jump?” Remember that NPCs have friends that will help (or avenge) them, and
that NPCs may have friends or retainers with them when encountered.
“There’s always a chance”: The DM may want to base a character’s Permanent NPC retainers will expect to be outfitted and supported by
chance of doing something on his or her ability scores (Strength, their employer. They will want a share of the treasure (not less than half
Dexterity, and so forth). To perform a difficult task (such as climbing up the share of a player character) and will expect to be well-led and
a cliff or thinking of a forgotten clue), the player should make an ability brought back alive.
check as per the Ability Check rules on pages 69-72. The DM assigns the
DC for the roll, depending on the difficulty of the task. A roll of 20 should “Can I do this?”: The DM should be very careful when letting the players
always succeed, and a roll of 1 should always fail. develop new spells, new magic, and expanded abilities. Permanent
abilities, unlimited uses, and effects that increase with level or have no
“The DM is the Boss”: The DM decides how these rules will be used in the Saving Throw can lead to massive imbalances. In some cases, the DM
game. A good DM talks about problem areas with the players and may want to test an idea for a given time with the understanding that
considers reasonable requests by them. The players should realize, changes will be made if necessary.
however, that the final decision is the DM’s: not theirs, and not within
these rules! “I wish...”: Wish spells can cause problems if not handled properly. The
If a disagreement holds up play, the DM may make a temporary DM must see that Wishes are reasonably limited or the balance and
decision and talk it over with the players when the adventure is over. If enjoyment of the game will be completely upset.
a player disagrees strongly enough, he or she may quit the game. It is The DM should not allow Wishes that alter the basics of the game. (For
up to the DM to create an adventure the players can enjoy. example, a Wish that all dragons can’t breathe fire.) The more
unreasonable and greedy the Wish is, the less likely it is that the Wish will
“Everyone is here to have fun”: The DM should make the adventure become reality.
seem as “real” to the players as possible. All should avoid getting stuck
in long discussions about rules or procedures. The game should move Example: A character Wishes for a magic weapon to fight the
along with humor, as well as excitement. werewolves attacking the party. The DM may see this as reasonable
and a +1 sword might appear, disappearing when the fight is over. If a
“Everything is balanced”: The DM should try to maintain the “balance player were to Wish for a life draining sword, it too might appear, in the

CHAPTER 8: DUNGEON MASTER INFORMATION 179


hands of a fearsome opponent. giving the name of the monsters. The players will eventually recognize
monsters by their descriptions.
The wording of a Wish is very important and can greatly alter the results.
Wishing for more Wishes will certainly place the character in an endless Monster and NPC Hit Points: The DM should never reveal the Hit Points
time loop, forever repeating the acquisition and use of the Wish. of the monsters. It is enough to tell the players how a monster reacts
However, Wishing that certain monsters had never attacked, or the after a successful attack. For example: “It’s bleeding from a number of
blow that killed Laurencino the Thief had never landed, are wounds and staggering a bit, but it’s still fighting”. Players should not
acceptable and good uses of a Wish. know the level of an NPC until they have adventured with him or her.
“Pay the piper”: When taking excess money out of the campaign, Surprise: When monsters attack by surprise, the DM does not need to
never just take it away from a character. Instead, present the player describe the monster. It is enough for the DM to describe the attack.
with a number of choices (based logically on the character’s own
actions, if possible) of which the least painful is giving up money. It is Example: “From out of the dark shadows, Morgan Ironwolf suddenly
important not to directly force the players into a pre-decided course of feels a paw reach out and claw her leg. She takes 3 points of damage.”
action. Of course, the monster should be described after the surprise round is
Example: A treasure-laden fighter, just back from a dungeon, is over.
confronted with the local salvage tax. He can refuse to pay (and face Continuing the above example: “You then see by your flickering
arrest and possible confinement), he can attempt to flee back into the torchlight that a huge bear-like creature with a head like a great bird is
wilderness (a dangerous course, uncertain of success), or he can pay charging you!” If the party had seen an owlbear before, it could just be
up and try to look happy about it. named; however, the mysterious appearance of an unknown monster
is part of the thrill of the game.

Magic Items: When describing magical treasure items, the DM should


only do so in general terms. Characters must experiment to find out
what an item does. Magical weapons and armor usually reveal their
true natures after being used in combat.
Example: “A ring” should be mentioned, not “a ring of invisibility”.

Dividing Treasure: While it is not the DM’s job to divide treasure between
the players, the DM may offer suggestions. Non-magical treasure is
usually divided evenly among all surviving players. Magical treasures
may be divided by the players’ choice, or by having each player roll
d%: the highest roll would get first pick of magical items, the second
highest would get second pick, and so forth.

Player Advancement: As a general guideline, assume that an


adventurer should complete a number of adventures equal to their
current level of experience in order to advance to the next level. Of
course, longer or more dangerous adventures may allow for quicker
advancement.
At the same time, if characters advance in level too quickly, the DM
may want to cut back on monetary rewards for the player characters
or increase the challenge level of monsters and traps that they face.

Grudges: Occasionally, a grudge develops between characters. A


small grudge can often make the game more interesting, particularly if
the grudge develops because the players are playing their character
roles well.
Example: A Lawful character might have a grudge with a Chaotic
character who slew a prisoner after the Lawful character gave his word
that the prisoner would not be harmed.
If any grudge gets out of hand, the DM should try to subtly warn the
players. If a grudge develops to a point where it is ruining the
adventure, the DM may have a powerful creature interfere; serving as
a reminder that the players must work together.

Miniature Figures: D&D adventures are more interesting to play when


OPTIONAL SUGGESTIONS figures are used. Metal miniatures (about 15 to 25 millimeters high) are
The following tips are optional suggestions, which the DM may or may often used, for they can be easily painted to look like real dungeon
not wish to use: adventurers. Many excellent figures are designed especially for fantasy
Mapping: Mapping during an adventure can sometimes be a difficult roleplaying games.
task. One way to save mapping time is to describe the map in terms of If metal miniatures cost more than the players want to spend, many
squares rather than feet. Such a description is easier for the mapper to companies make inexpensive packs of plastic figures. These may not
follow since the mapper need not translate feet to squares before be specifically made for fantasy roleplaying, but can easily be
drawing the map. Scale is very important when giving directions in adapted for it.
terms of squares.
Playing Surface: Combats are easy to keep track of when large sheets
Whenever the characters are expected to know the shape of a of graph paper, covered with plexiglass or transparent adhesive
dungeon, the DM should draw this outline before play begins. Even if plastic, are used to put the figures on. The best sheets for this use have
the outline cannot l:re given to the players, the DM should still draw in 1” squares, and the scale of 1” = 5’ should be used for combat.
a starting door, room, or corridor. The DM can also save mapping time
by drawing in complex rooms for the mapper. However, this should only With water-based markers or grease pencils, an entire room or battle
be done in extreme situations. Players should learn to become good can be drawn in just a few seconds. When the battle is over, the board
mappers, and the only way they will learn is by doing it themselves. may be wiped off, leaving it ready for the next combat. Dominoes or
plastic building blocks can also be used to outline walls and corridors.
Monster Descriptions: When the characters first encounter monsters, the When using figures, the DM should make sure that a solid tabletop is
DM should describe what the monsters look like, instead of merely used, so the figures won’t fall over when the table is bumped.

CHAPTER 8: DUNGEON MASTER INFORMATION 180


APPENDIX A: ADVANCED OPTIONS DRUID CLASS DESCRIPTION
The druid devotes his life to the balance of all things and to the study
This section offers some entirely optional rules for the Dungeons & of nature. Every druid lives in, protects, and tends a section of
Dragons game. Appendix A begins with 4 new, optional classes for woodlands. Druids do not think of themselves as owners, but rather as
your Dungeon & Dragons campaign: Druid, gnome, half-elf, paladin, caretakers, of the wilderness.
and ranger. These special classes must be permitted by the Dungeon
Master before being chosen by player characters. The battles of Law and Chaos are not the affairs of the druids, and
they may simply watch such encounters from afar, helping neither
Also presented within Appendix A are rules for multiclassing, which side. A druid is pure Neutral, never Lawful or Chaotic. Should the druid
allow player characters to advance in more than one class at the change alignment, he or she will lose all druid benefits, including
same time. druidic spells, until returning to Neutral alignment.
Druids, unlike clerics, have no power to turn undead and so have
Druids reason to fear undead monsters. Druids have unusual abilities that help
Prime Requisite: Wisdom 9, Charisma 13 them in their woodland role, but they also have been limited in their
choice of weapons and armor.
Hit Die Type: d6 (4)
NATURE’S ALLY: At 1st level, druids get a +2 bonus to all Saving Throws
Class Abilities: Nature’s Ally, Spell Use, Wild Form, Druidic Circle
against fire, lightning, and cold attacks.
Class Bonuses: +2 to Wisdom and Charisma ability checks
Once they reach 3rd level, druids gain the ability to move through
Movement Rate: 40’ per round natural thorns, briars, overgrown areas, and similarly difficult terrain at
Alignment: Druids must be Neutral their normal Movement Rate and without suffering damage or other
impairment. When doing so, the druid leaves no trail in the natural
Permitted Armor: Leather armor and wooden shield surroundings and cannot be tracked (as per the Pass without Trace
Permitted Weapons: Club, dagger, quarterstaff, scimitar, sling, and spell). Thorns, briars, and overgrown areas that are enchanted or
spear magically manipulated to impede motion still affect the druid.
Starting Gold: 2d6x10 gp At 7th level druids become immune to natural poisons and to all Charm
spells cast by fey woodland creatures, such as dryads and satyrs.
DRUID CLASS TABLE
SPELL USE: A druid casts spells. The spells available are listed on the
Level Title Hit Dice Attack Bonus
druid spell list provided below. A druid is limited to a certain number of
1 Aspirant of the 1st Circle 1d6 +0
spells of each spell level per day. The table below shows the number
2 Initiate of the 2nd Circle 2d6 +1
of spells per day a character of the class may prepare. Druids prepare
3 Initiate of the 3rd Circle 3d6 +2
spells each day through prayer to their deity or deities, just as clerics
4 Initiate of the 4th Circle 4d6 +2
do. This process is covered in greater detail on page 24 of CHAPTER 3:
5 Initiate of the 5th Circle 5d6 +3
SPELLS.
6 Initiate of the 6th Circle 6d6 +4
7 Initiate of the 7th Circle 7d6 +4 A druid’s spell Saving Throw Difficulty Class (or DC) equals 10 plus the
8 Initiate of the 8th Circle 8d6 +5 druid’s Experience Bonus (see page 69).
9 Master of the 9th Circle (Druid) 9d6 +6
10 Druid 9d6+2* +6 DRUID SPELL TABLE
11 Druid 9d6+4* +7 Spell Level
12 Druid 9d6+6* +8 Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
13 Druid 9d6+8* +8 1 2
14 Druid 9d6+10* +9 2 3
15 Druid 9d6+12* +10 3 3 1
16 Druid 9d6+14* +10 4 3 2
17 Druid 9d6+16* +11 5 4 2 1
18 Druid 9d6+18* +12 6 4 3 2
19 Archdruid 9d6+20* +12 7 4 3 2 1
20 Grand Druid 9d6+22* +13 8 4 3 3 2
* Constitution modifiers no longer apply 9 5 4 3 2 1
10 5 4 3 3 2
11 5 4 4 3 2 1
12 5 4 4 3 3 2
13 5 5 4 4 3 2 1
14 5 5 4 4 3 3 2
15 5 5 5 4 4 3 2 1
16 5 5 5 4 4 3 3 1
17 5 5 5 5 4 4 3 2 1
18 5 5 5 5 4 4 4 2 1
19 5 5 5 5 5 4 4 3 1
20 5 5 5 5 5 4 4 3 2

WILD FORM: At 6th level druids gain the ability to change into a Small
or Medium animal once per day as an action. The druid must have
seen an animal in order to take its form. This form may be kept for up
to 8 hours or until the druid changes back, falls unconscious, or dies.
This form has the Hit Points, sensory abilities, Attack Bonus, and Saving
Throws of the druid but has the natural attacks, Movement Rate, and
Armor Class of the form selected. The druid may not cast spells or use
carried equipment (which merges with the chosen form) while in Wild
Form. Upon reaching 12th and 18th level in this class druids gain an
additional use of this ability each day.
At 9th level, druids gain the ability to take the shape of a Large animal
when using the Wild Shape ability.

APPENDIX A: ADVANCED OPTIONS 182


DRUIDIC CIRCLE: Druids, at 9th level, receive the title of Druid or Master Seventh Level Druid Spells
of the 9th Circle. At this point, the druid may establish an enclave in 1] Legend Lore (M)
the wilds and attract three, 1st level, druidic followers. These followers 2] Plane Shift (C)
serve their master while he or she is at the enclave. 3] Regenerate (C)
4] Reverse Gravity (M)
First Level Druid Spells 5] Stone Tell (C)
1] Animal Friendship*** 6] Wind Walk (C)
2] Charm Person (M)
3] Cure Light Wounds (C) Eighth Level Druid Spells
4] Detect Magic (C) 1] Anti-Magic Shell (C)
5] Faerie Fire*** 2] Chariot of Sustarre***
6] Feather Fall (M) 3] Discern Location (C)
7] Light (C) 4] Earthquake (C)
8] Purify Food and Water (C) 5] Mass Charm (M)
9] Remove Fear (C)
10] Shillelagh*** Ninth Level Cleric Spells
1] Astral Spell (C)
Second Level Druid Spells 2] Etherealness (C)
1] Entangle (M) 3] Miracle (C)
2] Gust of Wind (M) 4] Shapechange (M)
3] Heat Metal*** 5] Survival (C)
4] Hold Person (C)
5] Pass without Trace*** *** New druid spell, see below
6] Resist Fire (C) (C) See the cleric spell of the same name
7] Silence 15’ Radius (C)
(M) See the magic-user spell of the same name
8] Snake Charm (C)
9] Speak with Animal (C)
FIRST LEVEL DRUID SPELLS
10] Zone of Truth (C)
Animal Friendship
Third Level Druid Spells
Components: V, S, M
1] Call Lightning***
Casting Time: 1 hour
2] Continual Light (C)
Range: 100’ (Medium)
3] Cure Blindness (C)
Target: See text
4] Cure Disease (C)
Duration: Instantaneous
5] Growth of Animals (C)
Saving Throw: Charisma negates
6] Growth of Plants (M)
The caster can use this spell to attract up to 1 Hit Die of animal(s) per
7] Remove Curse (C)
caster level that is within range. This is also the maximum total Hit Dice
8] Speak with Plants (C)
of the animals that can be befriended at one time. If a targeted
9] Stone Shape**
animal does not roll a successful Charisma Saving Throw immediately
10] Water Breathing (M)
when the spell is begun, it stands quietly while the caster finishes the
Fourth Level Druid Spells spell. Thereafter, it follows the caster as an animal companion.
1] Charm Monster (M) The spell functions only if the caster actually wishes to be the animal's
2] Create Water (C) friend. If the caster has ulterior motives the animal always senses them
3] Cure Serious Wounds (C) (for example, the caster intends to eat the animal, send it ahead to
4] Dimension Door (M) set off traps, etc.).
5] Dispel Magic (C)
6] Hallucinatory Terrain (M) The caster can teach the befriended animal 10 specific tricks or tasks.
7] Massmorph (M) Typical tasks are those taught to a dog or similar pet (i.e., they cannot
8] Neutralize Poison (C) be complex). Training for each such trick must be done over a period
9] Scrying (M) of one month, immediately after the animal companion is gained.
10] Sticks to Snakes (C) During this time, the animal will not harm the caster, but if the creature
is left alone for more than a week, it will revert to its natural state and
Fifth Level Druid Spells act accordingly.
1] Airy Water (M) The material components of this spell are a sprig of mistletoe and a
2] Conjure Elemental (M) piece of food liked by the animal, which is consumed when the spell
3] Create Food (C) is cast.
4] Cure Critical Wounds (C)
5] Hold Monster (C) Faerie Fire
6] Geas (M) Components: V, S
7] Insect Plague (C) Casting Time: 1 action
8] Transmute Rock to Mud (M) Range: 400’ (Long)
9] True Seeing (C) Area of Effect: Creatures and objects within a 10’ radius circle
10] Wall of Stone (M) Duration: 10 minutes (1 turn)
Sixth Level Druid Spells A pale glow surrounds and outlines the subjects. Outlined subjects
1] Charm Plant (M) shed light as candles. Outlined creatures do not benefit from the
2] Control Weather (C) concealment normally provided by darkness (though magical
3] Find the Path (C) darkness functions normally), Blur, Displacement, Invisibility, or similar
4] Heal (C) effects. The light is too dim to have any special effect on undead or
5] Move Earth (M) dark-dwelling creatures vulnerable to light.
6] Part Water (M) The faerie fire can be blue, green, or violet, according to your choice
7] Reincarnation (M) at the time of casting. The Faerie Fire does not cause any harm to the
8] Restore (C) objects or creatures thus outlined.
9] Summon Animals (C)
10] Word of Recall (C)

APPENDIX A: ADVANCED OPTIONS 183


Shillelagh THIRD LEVEL DRUID SPELLS
Components: V, S, M
Casting Time: 1 action Call Lightning
Range: Touch Components: V, S
Target: 1 oak club or quarterstaff Casting Time: 1 action
Duration: 1 hour (6 turns) Range: 100’ (Medium)
Your own mundane club or quarterstaff becomes a +1 weapon that Effect: 1 or more 30’ long vertical lines of lightning
deals 1d8+1 damage. These effects only occur when the weapon is Duration: Up to 10 minutes (1 turn); see text
wielded by you. Saving Throw: Dexterity half
Immediately upon completion of the spell, and once per round
SECOND LEVEL DRUID SPELLS thereafter, you may call down a vertical bolt of lightning that deals
1d6 points of lightning damage per caster level to those in its path. The
Heat Metal (reversible) bolt of lightning flashes down in a vertical stroke at whatever target
Components: V, S you choose within the spell’s range.
Casting Time: 1 action You need not call a bolt of lightning immediately so long as you
Range: 30’ (Close) maintain concentration on the spell. Over the course of the spell’s
Target: Metal equipment on 1 or more creatures; see text duration, you may call a total number of bolts equal to your caster
Duration: 1 minute (6 rounds) level.
Heat Metal makes metal extremely warm and can affect 1 target for
every 3 caster levels of the Druid (to a maximum of 6 creatures at level Because it requires a storm overhead, this spell can only be used
18). A creature takes fire damage if its equipment is heated. It takes outdoors. It does not function under ground or under water.
full damage if wearing metal armor or carrying metallic items weighing
Stone Shape
one-fifth of its weight. The creature takes minimum damage (1 point
Components: V, S
per die) if it is not wearing metal armor or carrying metallic items
Casting Time: 1 action
weighing less than one-fifth of its weight.
Range: Touch
On the first round of the spell, the metal becomes warm and Target: 1 stone object, up to 10 cubic ft. + 1 cubic ft./caster level
uncomfortable to touch but deals no damage. The same effect also Duration: Instantaneous
occurs on the last round of the spell’s duration. During the 2nd and 5th You can form an existing piece of stone into any shape that suits your
rounds, intense heat causes pain and damage. In the third and fourth purpose. You must succeed on an Intelligence ability check, with a +4
rounds, the metal is searing hot, causing more damage, as shown on bonus, in to make anything more than a crude item. Even then, fine
the table below. detail is not possible.
Round Metal Temperature Damage
1 Warm None EIGHTH LEVEL DRUID SPELLS
2 Hot 1d6 points Chariot of Sustarre
3–4 Searing 2d6 points Components: V, S
5 Hot 1d6 points Casting Time: 10 minutes
6 Warm None Range: 30’ (Close)
If cast underwater, Heat Metal deals half damage and warms the Area of Effect: See text
surrounding water. Duration: 8 hours (48 turns)
When this spell is cast, it brings forth a large flaming chariot pulled by
The reverse of this spell, Chill Metal, makes metal extremely cold. It
two fiery horses which appear in a clap of thunder amidst cloud-like
affects the targeted creature just as Heat Metal does, excepting that
smoke. This vehicle moves at 120’ on the ground, 240’ flying, and can
the damage inflicted is from biting cold rather than searing heat.
carry the caster and up to 8 other Medium-sized creatures whom he
Underwater, Chill Metal deals no damage, but ice immediately forms
or she first touches so as to enable these creatures to be able to ride
around the affected metal, making it more buoyant.
aboard this burning transport. The caster controls the chariot by verbal
Chill Metal counters and dispels Heat Metal and vice versa. command, causing the flaming steeds to stop or go, walk, trot, run or
fly, turning left or right as desired. This does not require the use of any
Pass without Trace
actions on the caster’s part.
Components: V, S
Casting Time: 1 action Creatures other than the caster and his designated passengers will
Range: Touch sustain 1d6 points of fire damage if within 10’ of the chariot.
Targets: Up to 6 willing creatures Note that the Chariot of Sustarre is a physical manifestation and can
Duration: 8 hours (48 turns) sustain damage. The chariot and horses are attacked as one entity,
The subject or subjects can move through any type of terrain and with an Armor Class of 20 and 120 Hit Points. Naturally, fire has
leave neither footprints nor scent. Tracking the subjects is impossible absolutely no effect upon either the vehicle or its steeds, and the
by non-magical means. chariot’s passengers are immune to all fire or heat-based attacks.

APPENDIX A: ADVANCED OPTIONS 184


Gnomes find their cousins’ aversion to surface dwellers foolish.
Gnomes can use any type of armor or shield that has been sized to fit
Prime Requisites: Intelligence 9 and Constitution 9 them. They may use Medium-sized weapons with two hands but may
Hit Die Type: d8 (5) not use Large-sized weapons.
Class Abilities: Ancient Foes, Darkvision, Masters of Stone and the
All gnomes speak Common, Gnomish, and the alignment tongue of
Forge, Resistant to Magic and Poison, Extra
the character, plus Dwarven, Goblin, and Kobold.
Attacks
Class Bonuses: +2 to Intelligence and Constitution ability checks ANCIENT FOES: The ages-old hatred that exists between gnomes and
Movement Rate: 30’ per round both kobolds and goblinoids affords them a +1 bonus to attack and
damage rolls against kobolds, goblins, hobgoblins, and bugbears.
Permitted Armor: All armor and shields
Years of battling giantkind has trained gnomes how to use their height
Permitted Weapons: All small- and medium-sized weapons to their advantage against such foes. They gain a +2 bonus to Armor
Starting Gold: 4d6x10 gp Class when attacked by giants, ogres, ettins, and trolls.
GNOME CLASS TABLE DARKVISION: Gnomes can see in complete darkness to a distance of
Level Title Hit Dice Attack Bonus 60’. Darkvision is black and white only but otherwise like normal sight.
1 Gnomish Veteran 1d8 +1 Brightly lit areas, such as areas lit by a torch or lantern, spoil their
2 Gnomish Warrior 2d8 +2 Darkvision.
3 Gnomish Weapon Master 3d8 +3
4 Gnomish Hero 4d8 +4 MASTERS OF STONE AND THE FORGE: Gnomes’ expertise at mining and
5 Gnomish Swashbuckler 5d8 +5 working stone allows them to spot unusual or unique stonework
6 Gnomish Myrmidon 6d8 +6 construction. Gnomes gain a +2 bonus to all Intelligence and Wisdom
7 Gnomish Champion 7d8 +7 ability checks (also known as Perception checks) made to examine
8 Gnomish Superhero 8d8 +8 stonework construction, including finding secret doors and stonework
9 Gnomish Lady/Lord 9d8 +9 traps. As natural miners, gnomes can automatically determine how far
10 Gnomish Lady/Lord 9d8+4* +10 below ground they are and can automatically determine which
11 Gnomish Lady/Lord 9d8+8* +11 direction they are traveling in when beneath the surface. When
12 Gnomish Lady/Lord 9d8+12* +12 passing within 10’ of a secret or concealed door, gnomes may
13 Gnomish Lady/Lord 9d8+16* +13 automatically make a Wisdom (Perception) check to notice it.
14 Gnomish Lady/Lord 9d8+20* +14 They are excellent miners, masons, and blacksmiths, gaining a +2
15 Gnomish Lady/Lord 9d8+24* +15 bonus to all Intelligence ability checks made to work with stone, and
16 Gnomish Lady/Lord 9d8+28* +16 forged metal.
17 Gnomish Lady/Lord 9d8+32* +17
18 Gnomish Lady/Lord 9d8+36* +18 RESISTANT TO MAGIC AND POISON: Gnomes are highly resistant to
19 Gnomish Lady/Lord 9d8+40* +19 magic, gaining a +4 bonus to all Saving Throws versus magic.
20 Gnomish Lady/Lord 9d8+44* +20 The gnomish race is also extremely hardy, and gnomes gain a +4
* Constitution modifiers no longer apply bonus to all Saving Throws versus poison. This bonus is in addition to
their Class Bonus to Constitution ability checks (including Saving
GNOME CLASS DESCRIPTION Throws).
Kin to dwarves, gnomes are noticeably smaller than their distant
cousins, averaging just over 3’ in height. Gnomes, as they proudly EXTRA ATTACKS: At 8th level gnomish characters gain an additional
maintain, are also less rotund than dwarves, weighing between 55 and attack each round, for a total of 2 attacks per round. At 16th level this
70 pounds. Their noses, however, are significantly larger. Most gnomes increases to 3 attacks per round.
have dark tan or wood brown skin and white hair. Their eyes are grey-
blue to bright blue. A typical gnome lives for over 600 years. STRONGHOLD: When gnomes reach 9th level (Gnomish Lord), they
may build strongholds and attempt to establish clans. The strongholds
Gnomes have lively and sly senses of humor, especially for practical will be underground caverns and complexes located in either
jokes. They have a great love of living things and finely wrought items, mountains or hills. There will be many different clans of gnomes, each
particularly gems and jewelry. Gnomes love all sorts of precious stones gathered under the protection of a Gnomish Lord, but usually only
and are masters of gem polishing and cutting. members of the same clan will live together. Gnomish clans are
Gnomes prefer to live in areas of rolling, rocky hills, well-wooded and generally friendly with each other and may join forces in times of need,
uninhabited by humans. Their diminutive stature has made them such as when there is a war of natural disaster. Gnomish Lords may hire
suspicious of the larger races - humans and elves - although they are only gnomish mercenaries, but specialists and retainers of other races
not hostile. They are sly and furtive with those they do not know or trust, may be offered other positions.
and somewhat reserved even under the best of circumstances.
Dwelling in mines and burrows, they are sympathetic to dwarves, but

APPENDIX A: ADVANCED OPTIONS 185


Half-Elves Some half-orcs rise to become proud chiefs of orc tribes, their human
blood giving them an edge over their full-blooded orc rivals. Some
Half-elves are usually much like their elven parent in appearance. They venture into the world to prove their worth among humans and other
are handsome folk, with the good features of each of their races. They more civilized races. Many of these become adventurers, achieving
mingle freely with either race, being only slightly taller than the greatness for their mighty deeds and notoriety for their barbaric
average elf (5½’ on average) and weighing about 150 pounds. They customs and savage fury.
typically live about 250 years.
Orcs regard battle scars as tokens of pride and ornamental scars as
things of beauty. Other scars, though, mark an orc or half-orc as a
former slave or a disgraced exile. Any half-orc who has lived among
or near orcs has scars, whether they are marks of humiliation or of
pride, recounting their past exploits and injuries. Such a half-orc living
among humans might display these scars proudly or hide them in
shame.

Half-orcs most often live among orcs. Of the other races, humans are
most likely to accept half-orcs, and half-orcs almost always live in
human lands when not living among orc tribes. Whether proving
themselves among rough barbarian tribes or scrabbling to survive in
the slums of larger cities, half-orcs get by on their physical might, their
endurance, and the sheer determination they inherit from their human
ancestry.

In general, half-elves have the curiosity, inventiveness, and ambition


of their human ancestors, and the refined senses, love of nature, and
artistic tastes of their elven ancestors. Half-elves can be found living in
both elven and human communities.

During character creation the player must decide whether the


character favors their human lineage, and is played as a human, or
elven lineage, and is played as an elf. This choice, once made,
cannot be altered by any means short of a Wish or Miracle.
Half-Orcs are played as human characters with the following
exceptions:
Half-Orcs
CLASS RESTRICTIONS: Half-orcs may only be fighters, clerics, or thieves.
Orcs are fecund and create many crossbreeds, with most offspring of
If the optional multiclassing rules on page 190 are used, half-orcs may
such unions being orcish in appearance. However, some orc-human
only multiclass in any two of these classes.
offspring are sufficiently human-like in appearance to be accepted
within human settlements. Even among this group, there is something
DARKVISION: Half-orcs can see in complete darkness to a distance of
disquieting about their appearance that reveals the cruel nature of
60’. Darkvision is black and white only but otherwise like normal sight.
their orcish heritage.
Brightly lit areas, such as areas lit by a torch or lantern, spoil their
Half-orcs tend to be slightly taller than humans, longer of limb and with Darkvision.
broader shoulders. Their facial features have an orcish caste to them,
with thin-slit eyes and nostrils, broad, jutting jaw lines, and slightly ORCISH LINEAGE: Half-orcs, due to their orcish ancestry, are subject to
pointed ears being common. Their canine teeth are somewhat larger any class abilities or magical effects that target orcs. As such, dwarves
than those of humans and their coloration tends to be ruddier than apply their Ancient Foes bonuses to all attack and damage rolls made
usual for men of their lands. Their lifespan is shorter than that of against half-orcs, while rangers get their Favored Enemies bonuses
humans, with most half-orcs living no more than 65 years. against half-orcs.

APPENDIX A: ADVANCED OPTIONS 186


Monks mental and physical purification to achieve perfect control of the
body.
The monk generally prefers to engage only in unarmed combat but
are trained in the use of all weapons. Monks eschew the use of armor,
relying instead upon their speed and skill at predicting a foe’s
movements and attacks to protect them from harm. Should a monk
wear armor, they lose the benefits of the Acrobatic Prowess and
Uncanny Defense abilities.

ACROBATIC PROWESS
Monks’ extensive training and mastery of acrobatic maneuvers grants
them a +2 bonus to all Strength and Dexterity checks made to climb,
jump, keep their balance, and use stealth. This is in addition to their
Class Bonus to all Dexterity ability checks. Monks also get the following
abilities:
At 1st level, the monk’s Movement Rate increases by 10’ (50’ per
round). This increases by 5’ at levels 5 (55’ Move), 10 (60’ Move), 15
(65’ Move), and 20 (70’ Move). In addition, monks reduce falling
damage by a number of d6 equal to Experience Bonus (see page 69).
At 4th level and beyond, if a monk makes a successful Dexterity Saving
Throw against an attack that normally deals half damage on a
successful save, he or she instead takes no damage.
Prime Requisites: Wisdom 9, Dexterity 13, and Constitution 9
Hit Die Type: d8 (5) KI STRIKE
Monks specialize in unarmed combat and deal 1d6 points of damage
Class Abilities: Acrobatic Prowess, Ki Strike, Uncanny Defense, with all unarmed strikes.
Attuned to nature, Adrenal Mastery, Meditative
Trance, Extra Attacks, Still Mind, Quivering Palm At 4th level the monk’s unarmed strikes can affect creatures that may
only be harmed by magical or silver weapons.
Class Bonuses: +2 to Wisdom and Dexterity ability checks
Movement Rate: 50’ per round At 6th level a monk’s unarmed strike damage increases to 1d6+2. At
11th level. It increases to 1d6+4 damage.
Permitted Armor: None
UNCANNY DEFENSE
Permitted Weapons: Any
The training, lightning reflexes, and fine-honed instincts of monks allow
Starting Gold: 2d6x10 gp them to increase their Armor Class by 2 when unarmored. This bonus
to Armor Class improves by 2 points at monk levels 6, 12, and 18. To
MONK CLASS TABLE
gain this benefit, the monk can’t be blinded, deafened, surprised, or
Level Title Hit Dice Attack Bonus unconscious.
1 Novice 1d8 +1
2 Initiate 2d8 +2 ATTUNED TO NATURE
3 Sister/Brother 3d8 +3 At 4th level and higher monks may converse with animals, as per the
4 Disciple 4d8 +4 Speak with Animals spell.
5 Immaculate 5d8 +5 By 12th level monks are so attuned to their surroundings that they may
6 Abbot 6d8 +6 speak with plants at will, as per the spell of the same name.
7 Preceptor 7d8 +7
8 Superior 8d8 +8 ADRENAL MASTERY
9 Master of Dragons 9d8 +9 At 5th level onward monks are not subject to diseases of any sort.
10 Master of the North Wind 9d8+4* +10 Starting at 8th level, the monk may heal him or herself of 3 Hit Points per
11 Master of the West Wind 9d8+8* +11 monk level per day. This may be done as a free action (see page 81)
12 Master of the South Wind 9d8+12* +12 and may only be done once per day.
13 Master of the East Wind 9d8+16* +13
At 11th level monks become immune to all poisons.
14 Master of Winter 9d8+20* +14
15 Master of Autumn 9d8+24* +15 MEDITATIVE TRANCE
16 Master of Spring 9d8+28* +16 Beginning at 6th level, monks have mastery over their vital functions,
17 Master of Flowers 9d8+32* +17 and can slow them until they appear to be dead. Monks make all
18 Grand Master of the Evening Sky 9d8+36* +18 Wisdom (Perception) checks normally while meditating.
19 Grand Master of the Setting Sun 9d8+40* +19
20 Grand Master of the Dawn 9d8+44* +20 EXTRA ATTACKS
* Constitution modifiers no longer apply At 8th level monks gain an additional attack each round, for a total of
2 attacks per round. At 16th level this increases to 3 attacks per round.
MONK CLASS DESCRIPTION
STILL MIND
The monk is devoted to the perfection of the body and the mastery of
Starting at 9th level monks gain a +2 bonus to all Wisdom and Charisma
mind over body. As part of their training, monks train in a myriad of
Saving Throws. This bonus is in addition to their Class Bonus to all
martial arts styles.
Wisdom ability checks.
Some monks’ dedication to the martial arts flows from a strong
spirituality, and they often live by stringent personal or organizational QUIVERING PALM
codes of conduct. Others show only disdain for religion but look to At 13th level, monks gain a fearsome and fabled attack, the Quivering
training and personal perfection to bring their lives meaning. While Palm. Monks can use the Quivering Palm attack once per day.
there is no standard that a monk must follow, they are all devoted to The attack must be announced before an attack roll is made. If the
the use of the body as the best of weapons on the field, and the monk successfully strikes a living creature, the Quivering Palm
mind’s control of the body as the best weapon of all. succeeds. Thereafter, the monk may choose to try to slay the victim at
To achieve a harmonious balance in mind and spirit, the monk must any later time, within 1 day per monk level attained.
not be susceptible to wild urges, emotions, or other distracting mental The monk merely wills the target to die, and the victim makes a
and physical conditions. A physical and mental harmony and Constitution Saving Throw. The DC of this Saving Throw is equal to 10 +
balance must be maintained for them to function at their peak. As the monks’ Experience Bonus (page 69). If the victim fails its Saving
such, they are strict adherents to their codes, masters of the routines Throw, it dies. If it succeeds on its Saving Throw it suffers no other ill
necessary to train the body and follow strict regimens to undertake the effect.

APPENDIX A: ADVANCED OPTIONS 187


Paladins A paladin can also cure living creatures of a disease that is affecting
it. At levels 1 through 5, the paladin can cure one disease per week.
Prime Requisites: Strength 9, Wisdom 9, and Charisma 13 This increases to two diseases per week at level 6, three diseases per
week at level 11, and four diseases at level 16 and beyond.
Hit Die Type: d8 (5)
Class Abilities: Detect Evil, Divine Grace, Lay on Hands, Turn TURN UNDEAD: At 3rd level, the paladin gains the ability to turn or
Undead, Paladin’s Mount, Extra Attacks, Spell Use destroy undead creatures as a cleric. See page 8 for more details.

Class Bonuses: +2 to Wisdom and Charisma ability checks PALADIN’S MOUNT: At 4th level, the paladin gains the service of a
heavy warhorse that magically appears. It has 5+5 Hit Dice, is highly
Movement Rate: 40’ per round
intelligent, and has the Movement Rate of a medium warhorse. If it is
Alignment: Paladins must be Lawful slain, the paladin does not gain another special mount until a year
Permitted Armor: All armor and shields and a day has passed.

Permitted Weapons: All weapons EXTRA ATTACKS: At 8th level paladins gain an additional attack each
round, for a total of 2 attacks per round. At 16th level this increases to
Starting Gold: 3d6x10 gp
3 attacks per round
PALADIN CLASS TABLE
SPELL USE: At 9th level, the paladin gains the ability to cast cleric spells
Level Title Hit Dice Attack Bonus and use cleric spell scrolls. A paladin is limited to a certain number of
1 Gallant 1d8 +1 spells of each spell level per day. The table below shows the number
2 Keeper 2d8 +2 of spells per day a character of the class may prepare. Paladins
3 Protector 3d8 +3 prepare spells each day through prayer to their deity or deities. This
4 Defender 4d8 +4 process is covered in greater detail on page 25 of CHAPTER 3: SPELLS.
5 Warder 5d8 +5
A paladin’s spell Saving Throw Difficulty Class (or DC) equals 10 plus
6 Guardian 6d8 +6
the paladin’s Experience Bonus (see page 69). Their caster level
7 Chevalier 7d8 +7
equals ½ of their paladin level (rounded down).
8 Justiciar 8d8 +8
9 Paladin 9d8 +9 PALADIN SPELL TABLE
10 Paladin 9d8+4* +10
Spell Level
11 Paladin 9d8+8* +11
Level 1st 2nd 3rd 4th
12 Paladin 9d8+12* +12
9 2
13 Paladin 9d8+16* +13
10 3
14 Paladin 9d8+20* +14
11 3 1
15 Paladin 9d8+24* +15
12 3 2
16 Paladin 9d8+28* +16
13 3 2
17 Paladin 9d8+32* +17
14 4 2
18 Paladin 9d8+36* +18
15 4 2 1
19 Paladin 9d8+40* +19
16 4 2 1
20 Paladin 9d8+44* +20
17 4 3 1
* Constitution modifiers no longer apply 18 4 3 2
19 4 3 2
PALADIN CLASS DESCRIPTION 20 4 3 2 1
The paladin is a holy warrior chosen for absolute devotion to a deity or
similar holy cause. As skilled combatants, paladins may use any
weapon and any type of armor. Their belief in the tenets of their deity
gives them strength and divine powers beyond those of other warriors.
Their code requires them to respect legitimate authority, act with
honor, help those in need, and bring those that harm or threaten the
innocent to justice.
Paladins never knowingly associate with Chaotic characters under
any circumstances. A paladin ends all associations with those who
consistently offend their moral code or refuse to help in a cause the
paladin considers worthy. They may never retain more than ten magic
items and must pay a tithe (10%) of all wealth to a charitable religious
institution (not a clerical player character) of Lawful alignment.
A paladin who ceases to perform his duties or strays from the path of
righteousness, who willfully commits an evil act, or who grossly violates
their code of conduct loses all class features, except for the Extra
Attacks ability. The character is outcast and cursed and no longer
advances in strength or power. Only by atoning for the violations of
their code may a paladin regain the status and powers once theirs.

DETECT EVIL: Paladins may cast the Detect Evil spell at will, following
the usual rules for spellcasting and concentration (see pages 25-26).

DIVINE GRACE: Paladins are immune to all diseases. In addition, a


paladin emanates a Protection from Evil, 10’Radius spell at all times, so
long as he or she is conscious.

LAY ON HANDS: A paladin’s blessed touch can heal wounds. Paladins


have a pool of healing power that replenishes each day. With that
pool, paladins can restore a total number of Hit Points equal to their
paladin level times 3. As an action, a paladin can touch a living
creature and draw power from the pool to restore Hit Points to that
creature, up to the maximum amount remaining in his or her pool of
healing power.

APPENDIX A: ADVANCED OPTIONS 188


Rangers FAVORED ENEMIES: Rangers possess an extraordinary ability to combat
their most common foes: bugbears, ettins, giants, gnolls, goblins,
Prime Requisites: Strength 9, Wisdom 9, and Constitution 13 hobgoblins, kobolds, ogres, orcs, and trolls. When fighting these foes,
Hit Die Type: d8 (5) rangers gain a +2 bonus to all attack and damage rolls with melee and
Class Abilities: Favored Enemies, Strider, Extra Attacks, ranged weapons.
Followers, Spell Use, Use Scrying Devices STRIDER: Rangers may move at their normal Movement Rate when
Class Bonuses: +2 to Wisdom and Dexterity ability checks making Dexterity (Stealth) checks to move silently or when tracking
Movement Rate: 40’ per round creatures. In addition, they get a +2 bonus to all Dexterity (Stealth)
checks that they make, as well as a +2 bonus to all Wisdom (Perception)
Alignment: Rangers must be Lawful checks made to follow tracks, hunt wild game, avoid getting lost, deal
Permitted Armor: All armor and shields with natural hazards, and forage in the wilderness. These bonuses are in
addition to their Class Bonuses to Wisdom and Dexterity ability checks.
Permitted Weapons: All weapons
Starting Gold: 3d6x10 gp EXTRA ATTACKS: At 8th level rangers gain an additional attack each
round, for a total of 2 attacks per round. At 16th level this increases to 3
RANGER CLASS TABLE attacks per round
Level Title Hit Dice Attack Bonus
1 Runner 1d8 +1 FOLLOWERS: At 9th level, rangers attract 2d12 Hit Dice worth of followers.
2 Strider 2d8 +2 These are usually 1st level characters, particularly rangers, of Lawful
3 Scout 3d8 +3 alignment and normal animals with 6 or less Hit Dice.
4 Courser 4d8 +4
SPELL USE: At 9th level, the ranger gains the ability to cast druid spells and
5 Tracker 5d8 +5
use druid spell scrolls. The spells available are listed on the druid spell list
6 Guide 6d8 +6
(page 183). A ranger is limited to a certain number of spells of each spell
7 Pathfinder 7d8 +7
level per day. The table below shows the number of spells per day a
8 Warden 8d8 +8
character of the class may prepare. Rangers prepare spells each day
9 Ranger 9d8 +9
through prayer to their deity or deities. This process is covered in greater
10 Ranger 9d8+4* +10
detail on page 25 of CHAPTER 3: SPELLS.
11 Ranger 9d8+8* +11
12 Ranger 9d8+12* +12 A ranger’s spell Saving Throw Difficulty Class (or DC) equals 10 plus the
13 Ranger 9d8+16* +13 ranger’s Experience Bonus (see page 69). Their caster level equals ½ of
14 Ranger 9d8+20* +14 their ranger level (rounded down).
15 Ranger 9d8+24* +15
RANGER SPELL TABLE
16 Ranger 9d8+28* +16
17 Ranger 9d8+32* +17 Spell Level
18 Ranger 9d8+36* +18 Level 1st 2nd 3rd 4th
19 Ranger 9d8+40* +19 9 2
20 Ranger 9d8+44* +20 10 3
11 3 1
RANGER CLASS DESCRIPTION 12 3 2
A ranger acts as a protector to those who live in, or travel through, 13 3 2
the woods. He or she knows the woods as if they were home (as 14 4 2
indeed they are) and knows how to best defeat those creatures who 15 4 2 1
threaten their home. 16 4 2 1
Rangers may use any weapon and any type of armor, and are quite 17 4 3 1
capable in combat. Rangers’ skills allow them to survive in the 18 4 3 2
wilderness, to find their prey, and to avoid detection. Finally, an 19 4 3 2
experienced ranger has such a tie to nature that he or she can draw 20 4 3 2 1
upon natural power to cast druid spells.
USE SCRYING DEVICES: At 9th
level, rangers are able to employ all non-
A ranger who fails to uphold their duties to written magic items which pertain to clairaudience, clairvoyance, ESP,
protect others from the predations of evil scrying, and telepathy.
creatures, or who changes alignment, loses
their abilities, except for Extra Attacks, until
properly atoning.
Multiclassing 3. The Permitted Multiclass Options Table below shows all possible
class combinations that players may choose for their multiclassed
A multiclassed character improves in two classes simultaneously, and characters.
his or her experience points are always divided equally between these
two classes. The character can use the features of each class at any 4. The character must meet the ability requirements for both classes.
time, with only a few restrictions.
5. Multiclassed characters use the best Attack Bonus value of their
classes.
Example: A 4th level fighter/magic-user gets a +4 Attack Bonus to
all attack rolls.
6. Multiclassed characters usually use the less restrictive weapon
and armor list of either class. Small demi-humans (dwarves,
halflings, and gnomes) still have weapon restrictions due to their
size. Multi-classed magic-users may wear armor but, unlike an elf,
may not cast their spells in armor. Multiclassed druids and clerics
must abide with the weapon and armor restrictions of those
classes.
7. When determining their starting funds, multiclass characters use
the more advantageous die range of their classes.
8. All experience points are always divided equally between their
chosen classes. Once a character acquires enough experience
points to progress in level, they progress simultaneously in both
chosen classes.
9. Multiclassed characters use their level in each class rather than
totaling their levels when determining their Experience Bonus (i.e.
Note that dwarves, gnomes, and halflings may not multiclass as a 4th level fighter/magic-user gains a +2 Experience Bonus to all
fighters, since each racial class is similar to the fighter class. Likewise, ability checks). If more than one class has a class ability that
elves may not multiclass as either fighters or magic-users because the provides a static bonus to an ability check do not combine these
elf class combines aspects of both classes. Druids may only multiclass static bonuses but use the best applicable bonus.
as magic-users, while monks, paladins, and rangers may not multiclass Example: A multiclassed halfling/thief gets the Stealthy class
at all. ability from both classes. This ability grants a static, +2, bonus to
When creating a multiclassed character, use the following guidelines: Dexterity (Stealth) ability checks. That character gets a +2 bonus
to all Dexterity (Stealth) checks, not a +4 bonus.
1. In all instances, a multiclassed character’s experience level is
equal to his or her level in both classes (i.e. a multiclassed 4th level 10. Multiclassed characters must choose any two 2 Class Bonuses
fighter/ magic-user is a 4th level character) rather than his or her from their chosen classes. Once the 2 ability scores that benefit
totaled levels. from this Class Bonus are chosen, they may not be changed.

2. The character’s Hit Points are the average of his Hit Die rolls for Example: A fighter/magic-user does not get a +2 Class Bonus to
each class. The player totals the rolled Hit Points for each class all Strength, Intelligence, Wisdom, and Constitution ability checks.
and divides that total by 2. Any Constitution bonus or penalty is The player must choose any 2 of these ability scores when
then applied to the character’s averaged Hit Points. assigning his or her Class Bonuses.

At 10th level and beyond, average the fixed Hit Points for both
classes. If the average is a fraction, round it up.

Permitted Multiclass Options Table


Cleric Druid Dwarf Fighter Elf Gnome Halfling Magic-User Monk Paladin Ranger Thief
Cleric No No Yes Yes Yes Yes Yes Yes No No No Yes
Druid No No No No No No No Yes No No No No
Dwarf Yes No No No No No No No No No No Yes
Fighter Yes No No No No No No Yes No No No Yes
Elf Yes No No No No No No No No No No Yes
Gnome Yes No No No No No No Yes No No No Yes
Halfling Yes No No No No No No No No No No Yes
Magic-User Yes Yes No Yes No Yes No No No No No Yes
Paladin No No No No No No No No No No No No
Ranger No No No No No No No No No No No No
Thief Yes No Yes Yes Yes Yes Yes Yes No No No No

APPENDIX A: ADVANCED OPTIONS 190


APPENDIX B: THE PLANES OF EXISTENCE GRAVITY: The pull created by very large masses exists normally on the
Elemental Planes, but is somewhat different on the Ethereal Plane.
The world in which the characters live is only one of many worlds in Creatures in the Ether are not affected by gravity, but can sense the
their infinite universe; the possibilities for “normal” adventure are pull of gravity on the nearby Prime Plane.
limitless. But the D&D® game involves other places and things not
found in the “normal” world; our universe is only a small part of reality! VORTEXES AND WORMHOLES: A vortex is an invisible hole in a plane,
There are many other places waiting to be found. The most common with elemental matter either whirling into or erupting out of it. A current
places, beyond the Prime Plane (the “normal” universe), are the other of elemental matter flows in one direction, to or from the Elemental
planes of existence. Plane.
Think of the entire normal universe as only one page in a large book. If seen by a Detect Invisible spell or similar magic, it appears as a
Two pages next to each other are touching, but are separate and shimmering colored circle from the front or back - but cannot be seen
entirely different. Moving across one page doesn't take you to the next at all from the side; it has no thickness. On the Prime Plane, the color
one; you must go in a different direction altogether. In a similar of the vortex matches the plane to which it leads - blue for Air, brown
manner, many planes exist, and characters need magic to travel from for Earth, red for Fire, and green for Water. Other colors match other
one plane to another. The whole network of planes: Prime, Ethereal, more distant planes. On other planes, a vortex leading to the Prime
Inner, Astral, and Outer, is called the multiverse. Plane is a multi-colored swirl of the four elemental colors.
A vortex may appear to float in the air or lie on a surface. A natural
Arrangement of the Planes elemental vortex is always located in the element corresponding to its
destination (whirlpool, volcano), but a created vortex (by a Gate
Most of a campaign takes place in a fantasy world similar to our own
spell) may appear anywhere.
medieval times. That world, and the whole of that world’s universe, is
called the Prime Plane or Prime Material Plane. A wormhole is a connecting passage between planes. It is simply a
round tube with wrinkled sides, appearing very similar to a dungeon
One other plane touches the Prime Plane, that being the Ethereal
corridor but cylindrical in shape. However, a wormhole seems to be a
Plane or “Ether." Travel to or through it requires magic. The "distance"
vertical passage, rather than horizontal, because of the current
to it cannot be measured in feet or miles; it is a magical distance, in a
through it. Traveling in the wormhole with the current is easier than
magical direction.
traveling against it.
An Ethereal spell, or a magic item that replicates that spell, allows the
A wormhole is never straight, bending and winding along its entire
user to enter, travel in, and leave the Ethereal Plane. Many strange
length, thus its name. Many of the things inside a wormhole are made
monsters wander through the Ether, including banshees and ghosts.
of elemental material (matching the plane to which it leads) but other
The four Elemental Planes of Air, Earth, Fire, and Water are “near” the elements and creatures are often present. Wormholes cannot be seen
Prime Plane (as magical distances are measured), but do not touch it from the Prime Plane, and only the outside can be seen from the Ether.
like the Ether does. To reach an Elemental Plane, a hole must be The outer surface looks like a wrinkled, lumpy gray tube; it is sticky. The
opened in the Prime Plane, and a passageway must be created surface is made of ectoplasm (solid ether), compressed by the magic
through the Ether, leading to the Elemental Plane. The hole is called a needed to create the wormhole. Wormholes vary in size, from a thick
vortex, and the passageway is called a wormhole. string size to a pillar or slightly curved wall.
Vortexes and wormholes can be created by Gate spells, and can be Each wormhole is usually 10 miles long or more. The network of
made permanent with Wishes. Several permanent wormholes permanent wormholes between the Prime Plane and Elemental
connect the Elemental Planes with the Prime Plane, and elemental Planes looks similar to the roots of a plant; each small wormhole joins
material is constantly flowing between the planes. This movement a larger one, until all the smaller wormholes connect to one huge
creates wind, ocean currents, volcanoes, and occasional wormhole connected to the Elemental Plane itself.
earthquakes.
Creatures and things in a wormhole are magically changed into the
Experienced travelers of the planes from the Prime Plane refer to the "proper" element when they reach the Elemental Plane, unless
Prime Plane, Ethereal Plane, and Elemental Planes as the Inner Planes, protected by powerful magic.
for there are many other planes of existence. The Inner Planes are
surrounded by the Astral Plane, which can be reached from the
Elemental or Ethereal Planes. Think of the Inner Planes as a group of
The Ethereal Plane
islands in a vast ocean; this ocean is the Astral Plane. It is similar to the A character's first experience with another plane will probably be a
Ether, but much larger. short trip into the Ethereal Plane. Ether, the material of the Ethereal
Across this "Astral Ocean" are the Outer Planes, the homes of the Plane, appears to be a gray fog in its normal form. If compressed
Immortals and other strange creatures. (either by a creature or by magic), it is a sticky gray solid.
Any ethereal creature can sense the direction of gravity on the Prime
Interplanar Adventures Plane, but is not affected by it. Thus, while ethereal, a character knows
the direction of “down” but cannot fall.
VISUALIZING: When you describe a dungeon room or corridor to the
players, they can usually imagine what it looks like. The characters' VISION: When on the Ethereal Plane, vision is normal to a range of 60’
surroundings are always made of normal matter. Air exists, and can be due to the fog. Creatures and objects between 60’ and 120’ away
breathed. Gravity exists, providing directions of "up" and "down." These have concealment (page 82) while those further away have total
things rarely change, and the players can accurately "visualize" where concealment. Except for creatures, everything is the same color (gray
their characters are, what they are doing, and what their surroundings fog) and temperature (about 50° Fahrenheit, or 10° Celsius). All light
are like. The hardest part of adventuring in other planes is visualizing sources function normally but only light the Ether, not reaching into
what they are like. wormholes or into the Prime Plane.
An adventure in a wormhole is much like a dungeon adventure, An ethereal traveler cannot see into the Prime Plane unless he uses a
merely vertical instead of horizontal. Air exists, and the flow through Detect Invisible spell (or similar magical effect). The gray fog of the
the wormhole provides a gravity of sorts. Thus, the DM and players can Ether may be dense or thin, varying by what is nearby on the Prime
gradually become used to elemental adventures by exploring the Plane. Nearby water appears as dark ether, and rock, earth, and
wormholes, not visiting the other planes until ready for them. wood as even thicker ether. Dense rock and heavy metals (lead, gold,
etc.), appear as solid ether (ectoplasm). Fire on the nearby Prime
TIME: Time passes on the Inner Planes just as it does on the Prime Plane. Plane appears as bright Ether. By noting these changes of density
If adventurers explore wormholes and other nearby planes for a week, (which affect ethereal movement), a traveler can tell what the
then a week will have passed on the Prime Plane when they return. conditions are nearby on the Prime Plane, or can at least make a
However, time may pass at different rates - slower, faster, or not at all! good guess.
- on the Outer Planes.

APPENDIX B: THE PLANES OF EXISTENCE 191


BREATHING: Characters can breathe normally in the Ethereal Plane;
the Ether itself is a magical, though sterile, air which can support life.
Magic in the Inner Planes
These notes apply only to the Inner Planes. The Astral Plane and Outer
MOVEMENT: All movement and travel in the Ethereal Plane is subject Planes cause other changes in magical effects, because of their
to certain hazards. Some monsters can function partially in this plane, differing natural laws.
while some roam the plane freely. Though creatures on the Prime and In the D&D game, magic on the Prime Plane is a highly developed art.
Elemental Planes are mere phantoms to creatures on the Ethereal However, magic as the characters know it was created in a unique
Plane, ethereal creatures will certainly be “real” to each other, and setting - the Prime Plane, a perfectly balanced mixture of all four
normal melee or spell casting is possible between ethereal beings. It elements. This situation is not found in any other plane of the
is also possible to combat creatures who exist or function partially on multiverse!
the Ethereal Plane. Thus, those creatures whose attack forms extend
to the Ethereal can be attacked by ethereal creatures. It is only in Some magical effects are not based on elements at all, but on energy.
these instances that spells can be cast from the Ethereal to the Prime Examples include most Detect spells, Cure Wounds, Light and
Material Plane, and then they will only affect the creature with Darkness, and Lightning Bolts. These effects will function “normally” (as
Ethereal connections. Ethereal combat damage is actual damage. they do on the Prime Plane) when used on any Inner Plane.
The worst hazard while traveling on the Ethereal Plane, however, is the Other effects are partially or wholly based on matter, affecting it in
Ether Cyclone, a strong moving force that can cause the individual to various ways. These effects may be negated, partially changed, or
enter a different world or plane or become lost in the Ether for many, completely different, as described below.
many days when it blows across the stretches of this multi-plane.
Beings of different elements affect each other in logical ways. The
basic principles used are dominance and opposition. If one element
The Elemental Planes has dominance over another, it has power over that element. If two
Each Elemental Plane is a universe much like the Prime Plane, but all elements are in opposition, they are enemies, but affect each other
the material is a single element. The elemental matter collects in normally. The principles of dominance and opposition are easily
clumps (planets, moons, etc.); it can exist in solid, liquid, or gaseous summarized:
form. • Air has dominance over Water.
Example: In the Elemental Plane of Water, the atmosphere is an • Water has dominance over Fire.
unbreathable thick fog, the seas are made of water, and all land, solid • Fire has dominance over Earth.
objects, and even solid creatures are made of ice - ice which may be • Earth has dominance over Air.
so hard and imperishable that it resembles crystal and does not melt • Air and Fire are in opposition.
in warm temperatures. • Earth and Water are in opposition.

The strange creatures of the Elemental Planes are mixtures of solid and In combat between elemental beings, dominance and opposition
liquid material, held together by a life force of thought and energy have the following effects:
(much like creatures on the Prime Plane). DOMINANCE: Dominance results in double damage; the victim may
When a planet exists on an Elemental Plane in roughly the same make a Saving Throw to take normal damage.
"position" as a planet on the Prime Plane, natural vortexes and When one creature has dominance over another, it has damage
wormholes appear, connecting the planets on each plane. Thus, for resistance (see page 84) against the other's normal attacks. If a
the "normal" D&D® world, there are four other planets in similar reaction roll indicates hostility, “flee” should replace “attack” for a
positions, one on each of the Elemental Planes. Other planets in the creature faced by a foe with dominance.
Prime universe might not have corresponding elemental planets;
another world might thus be missing one or more elements. Example: A party is attacked by a fire elemental, so their magic-user
casts Conjure Elemental to summon a water elemental. Each blow
Moons, comets, and other large moving bodies on the Prime Plane from the resulting water elemental inflicts double damage upon the
rarely have any elemental connections. They are sometimes created fire elemental, but it may make a Saving Throw (per blow) to take
by temporary wormholes, which break when the corresponding body normal damage.
on the Elemental Plane moves out of position. In a similar manner, a
vortex may suddenly appear on a moving body, as a corresponding OPPOSITION: Opposition results in hostility; a penalty applies to all
moon “nears it” on the Elemental Plane. reaction rolls (page 78). The penalty is -4 if the creatures are totally
opposed (element vs. element and Chaos vs. Law), or -2 otherwise.
Example: An ocean could suddenly appear on a moon of the
characters' world as that celestial body interacts with a wormhole to When two creatures are in opposition, no change in damage occurs;
the Elemental Plane of Water! only reactions are affected. The creatures' reactions to others are not
affected; the penalty applies only to reactions to the creature of
Some creatures of the Elemental Planes are described in Chapter 6.
opposing element.
You may construct whole civilizations, as interesting and complex as
those on the characters' world, with that information. Adventuring can GENERAL SPELL NOTES: The spells learned on the Prime Plane usually
proceed much as it always has, but with entirely new settings, function normally in the Ether and on the Elemental Planes unless
encounters, and even new treasures. affected by dominance or opposition (see above). Most spells can
easily be translated by replacing the terms “stone” with “solid
MOVEMENT: Characters can move across the Elemental Planes just as
element,” “water” with “liquid element,” and “flesh" with “solid/liquid
they do on the Prime Plane. On “land” (i.e., the solid elemental
element.”
surfaces), they can walk. They can use Fly spells or devices (or flying
mounts) to move through the air. Spells such as Teleport work normally. Spell-using creatures native to other planes know “local” versions of
many spells. These spells include the clerical Barrier, Create Water, and
BREATHING: The atmospheres of all the elemental planes except Air Resist Fire spells, and the magic-user Charm Person, Cloudkill, Fireball,
are hazardous to player characters. The atmosphere of the Plane of Delayed Blast Fireball, Ice Storm, Part Water, Magic Missile,
Water is gaseous water (this would have to be superheated on the Massmorph, Move Earth, Passwall, Statue, Water Breathing, Web, and
Prime Plane to exist in this state, but on the elemental plane can exist Wall spells.
at ordinary temperatures); only a water-breathing character can
breathe it. The atmosphere of the Plane of Earth is gaseous earth A visitor from the Prime Plane could learn the “local” version of these
matter; that of Fire is a volume of none-too-cool flame. Even the Plane spells, if taught by a friendly resident. However, local elemental
of Air has areas filled with poisonous or corrosive gas. To survive on the versions of spells will work only on the same plane; a Flesh to Ice
Elemental Planes, the characters will have to employ the Survival spell learned on the Plane of Water would have no effect if cast on any
or magical items that mirror that spell's effects. other plane, including the Plane of Fire (despite dominance).

APPENDIX B: THE PLANES OF EXISTENCE 192


SPECIFIC SPELL NOTES GENERAL MAGIC NOTES: The magical strength of any item in the Astral
Control Weather: This spell has no effect on any plane but the Prime Plane is reduced by one; a sword +3 becomes a sword +2 in all
Plane. respects while there. An item of +1 enchantment becomes non-
magical on this plane.
Conjure Elemental: When a magic-user casts this spell on the Prime On the Astral Plane, all mortals suffer a -4 Saving Throw penalty against
Plane, the magic opens a vortex on both planes (both the Elemental magical effects of Immortal origin.
Plane and the Prime Plane) and creates a tiny wormhole connecting
them. The wormhole is very small - less than an inch across - and it pulls
a life force from the Elemental Plane through the vortex. The life force The Outer Planes
appears on the Prime Plane near the spellcaster, and forms a body It would be impossible to describe all the different Outer Planes which
from material nearby. can exist in a campaign. There are planes where dragons come from,
To form a body, the elemental life force can only use material it is planes where the Immortals (gods) live, planes where many undead
familiar with; a water elemental must have water, an earth elemental spirits collect, and an infinity of other planes besides.
must have earth, and so forth. When the magic ends, the creature's Each of these planes can have its own laws which modify the effects
life force goes back to its plane through the wormhole, and the of magic spells; each can have its own inhabitants and monsters. The
wormhole and both vortexes disappear. DM decides which new magical laws and which new monsters
When seen from an Elemental Plane, the elemental affected by the appear in each Outer Plane.
spell simply disappears. The material of its body suddenly dissipates To get to one of the Outer Planes, a character must know something
and drifts, with no life force left to hold it together. about the plane; he or she cannot simply infer that it exists. Then, he or
When the life force returns, it immediately forms a new body, and she must use a Gate or a Wish to create a vortex or wormhole leading
resumes its “normal” life. there. Nothing can make this access permanent.

Disintegrate: This spell works normally except against an elemental on You can decide which Outer Planes to use in your campaign
its home plane. It causes an elemental to split into many creatures of according to your campaign needs, particularly when the characters
1 Hit Die each; the number of creatures is equal to the Hit Dice of the reach high experience levels. If you want your characters to be
elemental affected. heavily involved with the Immortals, you can arrange for a set of
adventures to take place in an Immortal's plane, for example.
Stone to Flesh: This spell affects solid matter and often material over Create and use each plane as you need it, and you will not waste any
which the caster has control, and turns it into living matter. Each effort by creating vast numbers of planes your characters may never
Elemental Plane has a similar version. Each elemental version changes visit.
a solid element over which the caster has dominance into a living
elemental form.
Example: The local version on the Plane of Water is Ice to Water and
Fire to Water.
The reverse of the spell has similar local effects, but changes an
elemental creature into non-living solid form.
Example: On the Plane of Water, the reversed spell is Flesh to Ice.

Summoning Spells: A cleric's Summon Animals has no effect on an


Elemental Plane unless the local versions of animals are well-known. A
cleric's Aerial Servant spell has no effect on the plane of Air, but
functions normally elsewhere; the same applies to the Invisible Stalker
magic-user spell. Prime Plane insect-based spells will not work on any
other plane.

The Astral Plane


Much like the Prime Plane, the Astral Plane contains vast reaches of
nearly empty space. Planets, stars, and other typical huge objects can
be found here. The Outer Planes found “in” the sea of the Astral Plane
are bubble-like; completely isolated and surrounded by the Astral.
In the Astral Plane, all things appear to be outlined in a sparkling,
shimmering substance.

THE ASTRAL BOUNDARY: The Astral Plane can be reached from the
Elemental Planes by using a magical gate, or from the Ethereal Plane
at the Astral boundary.
From the Ethereal Plane, the boundary appears as a distant
shimmering light that becomes brighter as it is approached. The
boundary can be crossed magically in either direction (using Plane
Shift, etc.), but no permanent crossing exists or can be made.
From the Astral Plane, the Ethereal boundary appears as an Beyond the Multiverse
unmistakable dull gray. Magical sight can penetrate the boundary in
Unsuspected by all but the most powerful magic-users, beyond the
both directions.
multiverse are alternative realities, called “dimensions.” It is guessed
MOVEMENT: Normal movement on the Astral Plane, such as walking, that other dimensions coexist in the same space as the multiverse, yet
is only possible when a surface is present. The usual means of travel is cannot be detected by mortal means.
by flight. Astral travelers may fly through the Astral Plane by mere Even Immortals, with their heightened perception, may have limited
thought, moving 60’ per round in any desired direction. powers in alternative dimensions. One such dimension is the
Gravity is present only when a solid is nearby, and has only minor Nightmare Dimension, which is inhabited by creatures that haunt the
effects (similar to Ether-Prime gravity effects). dreams of mortal and Immortal alike.
There are no signposts to the Inner or Outer planes, so it is very easy for Past all planes and dimensions lies a mysterious barrier, called the
the inexperienced to get lost; a Wish or magical navigation aid might Dimensional Vortex, home to horrific monsters called “vortex
be critically important if adventuring here. creatures.” Here, even the Immortals fear to tread.

APPENDIX B: THE PLANES OF EXISTENCE 193


APPENDIX C: GLOSSARY CP: Copper pieces. There are 10 copper pieces to a silver piece.

Adventure: Any session where a DM and players meet to play a D&D D# (D4, D6, D8, D10, D12, D20, D%): A symbol showing what type of die
game. to roll. For example, a d20 is a twenty-sided die.

Aerial: Inhabiting or occurring while in the air or flying. Damage Roll: The die roll to find how much damage an attack does.

Alignment: The general pattern of behavior of monsters and Darkvision: A kind of “sight” that allows the possessor to see in darkness
characters in D&D rules. to a limited range.

Animated Monster: A monster created or animated by magic. They Defensive Movement: Cautious movement away from or past an
are sometimes called constructs or enchanted monsters. Animated opponent, while keeping one’s guard up. A character or monster
monsters in the D&D BASIC rules are skeletons, zombies, and living must move at ½ of their normal Movement rate when engaging in
statues. Defensive Movement.

Area of Effect: Objects and creatures within the area of effect are Demi-Human: A human-like creature that is also a character class (i.e.,
affected by the results of a spell, breath weapon, magical device, Elves, Dwarves, and Halflings).
and other attacks which can strike multiple targets.
Dungeon: A place, underground and often among ruins, where
Armor Class (or AC): The armor worn by a character or the natural characters adventure.
protection a monster has against missile and melee attacks.
Dungeon Level: This refers to how far a dungeon area is below the
Attack Bonus: A bonus to melee and missile attack rolls that is based ground, with the danger increasing with the depth of the level.
on the character’s class and experience level.
Dungeon Master (DM): The referee who creates the dungeon,
Ballista: An ancient or medieval siege weapon that fires large bolts provides the setting for the game, and handles all monsters
similar to its smaller cousin the crossbow. encountered.

Becalmed: To be unable to move while sailing due to lack of wind. Duration: The length of game time that an effect lasts for, given in
combat rounds, minutes, turns, hours, or days.
Caller: The player who normally tells the DM what his or her party will
do, based on what the other players tell him or her. Elemental: Belonging to or dealing with a natural force or element. For
example, fire was considered an element by ancient thinkers.
Campaign: A series of adventures taking place in the same fantasy Elemental creatures are the living embodiment of these elements (fire,
world. water, earth, etc.)

Catapult: A large weapon, normally used in sieges, for hurling boulders Empathy: Feeling or identifying with another thing or person.
or other items through the use of a lever or spring.
Encounter: A meeting between player characters and monsters.
Character Class: The profession or race that the player has chosen for
his or her character in a game. Encumbrance: The equipment, treasure, and other burdens carried by
a character given in one pound equal to 50 coins.
Character Level: See experience level.
EP: Electrum pieces. There are 2 electrum pieces per gold piece.
Charge (magical): The magical energy needed to use a wand or staff
once. Evasion: An attempt to get away from a monster or avoid an
encounter.
Class: See character class.
Experience Bonus: A bonus, equal to ½ of the character’s level
Class Bonus: A static, +2, bonus that is added to certain ability checks (rounding fractions down), that is added to that character’s ability
made by the character. Each character class has a Class Bonus to checks. A monster’s Experience Bonus is equal to ½ of its Hit Dice.
two ability scores.
Experience Level: An indication of the power and ability of a
Coin (or CN): A unit of weight and treasure in D&D rules. 50 coins character. It is also referred to as Level of Experience or Character
equal 1 pound. Level.

Combat Round (or Round): A length of game time, equal to 10 Experience Points (or XP): Awards given to characters representing
seconds, that is used when combat occurs between players and improvements in abilities and skills through adventuring.
monsters.
Fighting Withdrawal: Moving away from a foe while using Defensive
Concentration: A character putting all his or her attention on a spell or Movement.
item, during which the character may do nothing other than move,
and which, if distracted or wounded will cause the concentration to Galley: A large, oared ship, sometimes set with a sail, used for sailing
be lost on a failed Concentration Check. in coastal waters.

Concentration Check: An ability check, made by a spellcaster, to Game Time: Imaginary time within the game spent by characters
maintain concentration on a spell when distracted or wounded. doing actions, not equal to actual time spent by the players.

Concealment: Lighting, fog, or any other mundane or magical GP: Gold piece. The basic unit of money in a D&D campaign.
condition that makes a creature harder to see while not providing solid
cover. Hit Dice: The number of dice rolled to find how many Hit Points a
character or monster has, the type of die used dependent upon the
Cover: Anything, besides a shield, that a character hides behind to creature or class.
gain protection from an attack.
Hit Points (or HP): The amount of damage a character or monster can
CN: See Coin. sustain before dying.

APPENDIX C: GLOSSARY 194


Initiative: A 20-sided die roll to determine which side may act first in a Prime Requisite: The ability score or scores that are most important to
combat situation. a given character class.

Key: Information used by the DM that describes and locates anything Quarrel: A short, heavy shaft that is shot from a crossbow (also called
in a dungeon. a bolt).

Lair: The place where a monster lives. Ram: Armoring and strengthening built onto the front of a ship for the
purpose of colliding with other vessels.
Level: See character level, dungeon level, experience level, monster
level, and spell level. Rampart: A defensive work, consisting of a sloped embankment
usually topped by a wall or parapet.
Lost World: An area out of contact with the rest of the world for a great
length of time, where otherwise extinct creatures and cultures still Range: The distance at which missile fire may be made, or a spell may
survive. be cast.

Magical Monster (or Fantastic Creature): Creatures which are Ranged Attack: Attacks at opponents more than 5' away, not
“impossible” combinations (harpy) or those creatures with magical including breath weapons or spell attacks, using thrown and fired
powers (dopplegangers or dragons), although giant animals and weapons. Ranged Attacks are also referred to as Ranged Combat or
enchanted monsters are not the same as magical monsters. Missile Fire.

Melee: Physical combat that occurs when opponents are within reach Regeneration: The power to gradually heal lost Hit Points and regrow
(usually 5’) of each other and using either hand-held weapons or lost limbs.
natural weapons (such as claws and teeth).
Retainer: A non-player character adventurer in the employ of a player
Missile Fire: Attacks at opponents more than 5' away, not including character.
breath weapons or spell attacks, using thrown and fired weapons.
Missile Fire is also referred to as Ranged Combat or Ranged Attacks. Reversed: Using a spell so that it has an effect opposite to the usual
effect of the spell.
Moat: A flooded ditch surrounding a castle.
Saving Throw (or Save): A character's chance (by dodging, luck,
Module: Completely designed and challenging adventures available willpower, etc.) to avoid or lessen the harmful effects of certain types
from TSR Hobbies, Inc. that contain maps, keys, background of attacks.
information, NPCs, and other information for use by the DM to use in
his or her campaign. Scenario: An adventure or series of adventures designed around a
common theme or background.
Monster: Any creature or non-player character (NPC) controlled by
the DM. Secret Door (or Concealed Door): A door that is hidden or disguised as
something else, thereby making it hard to find. They are sometimes
Monster Level: A measure of how tough a monster is, usually equal to referred to as concealed doors.
the number of Hit Dice the creature has.
Shrine: A place or site of great importance to a religion.
Morale: The willingness of a creature or character to face danger.
SP: Silver piece. There are 10 silver pieces to one gold piece.
Movement Rate (or Move): This distance a character or creature may
move in 10 seconds (1 combat round). Spell Level: A measure of the difficulty and power of a spell.

Name Level: The 9th level of experience. Stronghold: A fortified construction built to protect a place or people
from outside attack. A castle is a stronghold.
Nocturnal: A word used to describe creatures that are active at night,
in darkness or in dark underground areas. Summoned Monsters: This includes normal monsters summoned by
spells or magic items, but not including those called by mental
NPC (or Non-Player Character): Any character controlled by the DM. summons (like the animals called by lycanthropes).

Party: A group of characters or creatures who join together for an Terrain: Any geographical feature, such as a river, mountain, desert,
adventure or a common purpose. etc.

Percentage Dice (or D%): Two D10 are used to roll a number from 1 to Tinder Box: A small box containing flint, steel, and tinder, used for
100, where the first die is read as the tens and the second die is the making fires.
ones.
“To Hit” Roll: The lowest number an attacker must roll to strike an enemy
Person (Charm or Hold): Humans, demi-humans, and other living, in combat (not required for certain attacks).
human-like creatures of Medium or Small size, such as bugbears,
gnolls, goblins, hobgoblins, kobolds, lizard men, orcs, pixies, or sprites. Treasure: The wealth and magic items guarded by monsters and
found by adventurers.
Pitch: A tarry substance that bums well and is difficult to remove or put
out. Turn: Ten minutes of game time, often used to measure the time spent
exploring an area.
Player Balance: The matching of challenges to characters with their
abilities and the rewards, to provide an exciting game without making Turn Undead: The ability of a Cleric to make undead monsters run
it too easy for players to succeed or too hard to survive. away when faced by the power of the Cleric's faith.

Player Character (or PC): A character that is controlled by a player all Wandering Monsters: Any monster, encountered by a party, that is not
of the time (not an NPC). prepared or placed ahead of time by the DM.

Pole Arm: Any of several two-handed medieval weapons consisting of Wolfsbane: A small flowering plant that can be used to ward off
a blade or point fixed to a 5 to 12-foot pole. Typical pole arms are lycanthropes.
halberds, pikes, glaives, or bill hooks.
XP: Experience points.
PP: Platinum piece. A platinum piece equals 5 gold pieces.

APPENDIX C: GLOSSARY 195


APPENDIX D: INSPIRATIONAL READING Wagner, Karl Edward: Bloodstone; Death Angel's Shadow; Dark
Crusade, et al.
A good D&D campaign is imaginative and creative. Sometimes a little White, Theodore H.: The Once and Future King
research is useful to improve a dungeon, flesh out a scenario, and
provide inspiration for a campaign. Books on folklore, mythology, fairy Zelazny, Roger: Jack of Shadows; Lord of Light; Nine Princes in Amber,
tales, bestiaries, and knightly legends can often help the DM fill in et al.
important details of a campaign, but fictional tales and fantasy novels
usually provide the best sources of inspiration. Young Adult Fantasy
The following list includes some books which might prove useful. A title Alexander, Lloyd: The Book of Three; Black Cauldron; Castle of Llyr, et
list followed by “et al.” means that the author has written more fantasy al.
titles than those which can be listed in the limited space available.
Baum, L. Frank: The Wizard of Oz; The Emerald City of Oz; The Land of
Note that some books listed as “nonfiction” are about myths or Oz, et al.
legends, but are labeled as nonfiction because they are not on the
fiction shelves of libraries or bookstores. Bellairs, John: The Face in the Frost; The House Without a Clock on Its
Walls; The Figure in the Shadows, et al.

Adult Fantasy Burroughs, Edgar Rice: A Princess of Mars; At the Earth's Core; Tarzan
of the Apes, et al.
Anderson, Poul: Three Hearts and Three Lions; The Broken Sword; The
Carroll, Lewis: Alice's Adventures in Wonderland; Through the Looking
Merman's Children, et al.
Glass
Anthony, Piers: A Spell for Chameleon; The Source of Magic; Castle
Gamer, Alan: Elidor, The Weirdstone of Brisingamen; The Moon of
Roogna
Gomrath, et al.
Asprin, Robert: Another Fine Myth
Le Guin, Ursula K.: A Wizard of Earthsea; The Tombs of Atuan; The
Brackett, Leigh: The Coming of the Terrans; The Secret of Sinharat; Farthest Shore, et al.
People of the Talisman, et al.
Lewis, C. S.: The Lion, The Witch, and the Wardrobe; Prince Caspian;
Campbell, J. Ramsey: Demons by Daylight The Voyage of the “Dawn Treader”, et al.
Davidson, Avram: The Island Under the Earth; Ursus of Ultima Thule; The Some additional authors of fantasy fiction are:
Phoenix in the Mirror, et al. Beagle, Peter S. Kurtz, Katherine
De Camp, L. Sprague: The Fallible Fiend; The Goblin Tower, et al. Bok, Hannes Lanier, Sterling
Cabell, James Branch McCaffrey, Anne
De Camp, L. Sprague and Pratt, Fletcher: The Incomplete Enchanter; Carter, Lin McKillip, Patricia A.
Land of Unreason, et al. Cherryh, C. J. Moore, C. L.
Dunsany, Lord: Over the Hills and Far Away; Book of Wonder; The King Delany, Samuel R. Myers, John Myers
of Elfland's Daughter, et al. Fox, Gardner Peake, Mervyn
Gaskell, Jane Saberhagen, Fred
Eddison, E. R.: The Worm Ouroboros
Green, Roland Walton, Evangeline
Eisenstein, Phyllis: Born to Exile; Sorcerer's Son Haggard, H. Rider Wellman, Manly Wade
Farmer, Phillip Jose: The Gates of Creation; The Maker of Universes; A Jakes, John Williamson, Jack
Private Cosmos, et al.
Finney, Charles G.: The Unholy City; The Circus of Dr. Lao Nonfiction
Heinlein, Robert A.: Glory Road Barber, Richard: A Companion to World Mythology
Howard, Robert E.: Conan; Red Nails; Pigeons from Hell Borges, Jorge Luis: The Book of Imaginary Beings
Lee, Tanith: Night's Master; The Storm Lord; The Birthgrave, et.al. Buehr, Walter: Chivalry and the Mailed Knight
Leiber, Fritz: The Swords of Lankhmar; Swords Against Wizardry; Swords Bullfinch, Thomas: Bullfinch's Mythology: The Age of Fable, The Age of
Against Death, et al. Chivalry
Lovecraft, H. P.: The Doom that Came to Samath; The Dream Quest of Coolidge, Olivia: Greek Myths; The Trojan War; Legends of the North
Unknown Kadath; The Dunwich Horror D'Aulaire, lngri and Edgar Parin: Norse Gods and Giants; Trolls
Merritt, A. E.: The Moon Pool; Dwellers in the Mirage; The Ship of lshtar, Funk and Wagnalls Standard Dictionary of Folklore, Mythology, and
et al. Legend
Moorcock, Michael: The Stealer of Souls; The Knight of the Swords; Hazeltine, Alice: Hero Tales &om Many Lands
Gloriana, et al.
Hillyer, Virgil: Young People's Story of the Ancient World: Prehistory: 500
Mundy, Talbot: Tros of Samothrace B.C.
Niven, Larry: The Flight of the Horse; The Magic Goes Away Jacobs, Joseph: English Folk and Fairy Tales
Norton, Andre: Witch World; The Year of the Unicorn; The Crystal Macauley, David: Castles
Gryphon, et al.
McHargue, Georgess: The Beasts of Never: A History Natural and
Offutt, Andrew: The Iron Lords; Shadows Out of Hell Unnatural of Monsters, Mythical and Magical; The Impossible People
Pratt, Fletcher: The Blue Star; The Well of the Unicorn Renault, Mary: The Lion in the Gateway
Smith, Clark Ashton: Xiccarph; Lost Worlds; Genius Loci Sellow, Catherine F.: Adventures with the Giants
Stewart, Mary: The Crystal Cave; The Hollow Hills; The Last Enchantment Sutcliff, Rosemary: Tristram and lseult
Stoker, Bram: Dracula Williams, Jay: Life in the Middle Ages
Swann, Thomas Burnett: Cry Silver Bells; The Tournament of the Thorns; Winer, Bart: Life in the Ancient World
Moondust, et al.
Tolkien, J. R. R.: The Hobbit; The Lord of the Rings (trilogy) Short Story Collections
Vance, Jack: The Eyes of the Overworld; Dying Earth; The Dragon
Carter, Lin (editor): The Year's Best Fantasy Stories (in several volumes);
Masters, et al.
Flashing Swords (also in several volumes)
Offutt, Andrew (editor): Swords Against Darkness (in several volumes)

APPENDIX D: INSPIRATIONAL READING 196

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