Tunnels & Trolls 7th edition Bestiary

Bandit
Monster Rating: 15
Combat Dice: 2d+8
Special Damage: 1/1 – normal spite damage
Special Abilities: Armor – their equipment takes 2 hits per combat round
Bandits are NPC thieves who have jointed together for the purpose of robbing others.  Frequently, they have small communities of 3-30 members and send out raiding groups of 2-4 bandits.  Bandits will act as normal men so they can surprise their intended victims.  Another bandit tactic is to set up an ambush to waylay wealthy travelers; typically, they will drop a tree just around the bend of a road so that travelers have to stop; then the bandits stand back with ranged weapons and rob the travelers.

Basilisk
Monster Rating: 93
Combat Dice: 10d+47
Special Damage: 3/medusa – the target must make a L3 saving roll on LK or be turned to stone as per the ninth-level spell medusa.
	A basilisk is a 10 foot long lizard; it looks much like a large snake with lour legs and a crownlike growth on its head.  It may be of any color, but is usually very bright and distinctive.  It is sometimes called the “king of snakes.”  The basilisk is a nonintelligent but very magical lizard.  It lives in underground caverns or wild and tangled thickets.  The basilisk’s touch or gaze can turn a victim to stone, which the basilisk can consume as food.

Black Pudding
Monster Rating: 150
Combat Dice: 16d+75
Special Damage: 1/3 – the acidic touch of the pudding burns through armor, clothing, and flesh.
Special Ability: Pudding – only harmed by fire.  Attacks with non-flaming weapons or non-fire magical attacks merely make 1d6 smaller puddings (divide current MR by die roll).
Mindless – not affected by mind-altering spells like Hold That Pose or Oh Go Away.
	A black pudding is a nonintelligent black blob 5 to 30 feet in diameter.  Puddings are always hungry; they will attack any creature they come across.  Puddings normally have no treasure, but gems (the only remains of previous victims) might be found nearby.

Black Widow Spider
Monster Rating: 45
Combat Dice: 5d+23
Special Damage: 2/poison – target player must make a L2 saving roll on CON or die in 1d6 rounds.
Special Ability: Webs - the black widow's lair is filled with webs.  If a character encounters a web, they will get stuck and will be unable to act unless they make a L2 saving roll on STR to break free.  One attempt can be made each combat round.  Webs can be burned with fire.
	This vicious arachnid is 6 feet long and has a red “hourglass” mark on its belly.  It usually stays close to its webbed lair, and feeds on any creature that it can trap in its sticky webs.

Blink Dog
Monster Rating: 60
Combat Dice: 7d+30
Special Damage: 1/1 – normal spite damage
Special Ability: zingum – Blink dogs can teleport over short range as the Zingum spell, and their standard combat tactic is to “blink” in to attack, and then “blink” out to stay out of range.  Because of this, they are very hard to hit in combat, as you generally don’t know where they will appear when they teleport.  Every combat round, characters must make a L2 saving roll on INT or their combat totals are ignored when figuring the results of combat.  Make this saving roll after combat actions and spells are announced, such that the action can not be changed if they miss their INT saving roll.
	This unusual creature is a small, brown-furred rugged-looking canine with big jaws.  It is not, however, a normal animal.  It is intelligent, often travels in packs, and uses a limited teleportation ability.  It can “blink out” of one spot and immediately appear (“blink in”) at another.  It has instincts that prevent it from appearing in a solid object.
	Though as intelligent as many humans, blink dogs do not speak human or demihuman languages; they can communicate only among themselves.  They like to live free the way wolves do and tend to come in conflict with humans only when settlers encroach on their territories.  They are carnivores, living on wild elk, moose, and other herd-beasts.

Bronze Golem
Monster Rating: 300
Combat Dice: 31+150
Special Damage: 1/2 – with fire in their veins, bronze golems do extra heat damage with their attacks.
Special Abilities: fire spray – anyone scoring damage on a bronze golem with an edged weapon must make a L3 SR on LK or take 1d6 damage (ignoring armor) from a spray of the fiery blood that powers the golem.
Fire immunity –bronze golems are immune to all damage from fire-based attacks.
	A golem is a “construct,” a powerful, enchanted monster created and animated by powerful magic.  Bronze golems look somewhat like fire giants and stand 16’ tall.  Their skin is bronze and their blood is liquid fire.

Bugbear
Monster Rating: 48
Combat Dice: 5d+24
Special Damage: 1/1 – normal spite damage
Special Ability: Ambush – Unless surprised by the players, a bugbear will begin combat by attacking from hiding.  Player characters must make a L2 saving roll on LK to notice the troglodyte before it attacks.  If the roll fails, the first round of combat the troglodyte doubles its dice roll (but not its adds).
	Bugbears are giant hairy goblins – humanoids that grow to about 8 feet tall and are covered with bristly dark fur.  Despite their size and awkward walk, they move very quietly and attack without warning whenever they can.
	In the wilderness, they live in small communities that send out hunting packs to search for food.  They kill and eat herd animals whenever possible and sometimes raid farmers’ grain storage sheds and meat-smoking sheds for food; in times of great hardship, they may kill humans for food.  They are basically intelligent, using crude knives, clubs, and spears they make themselves; they also know how to use the superior weapons they sometimes steal from humans.

Caecilia
Monster Rating: 90
Combat Dice: 10d+45
Special Damage: 4/swallow whole – target creature is swallowed by the caecilian, and takes 1d6 hits per combat round, ignoring armor.  The swallowed character can not fight while within the caecilian.  Damage continues until the character or the caecilian is dead.
Special Ability: Ambush – Unless surprised by the players, a caecilia will begin combat by bursting out of the ground in a surprise attack.  Player characters must make a L3 saving roll on LK to notice the caecilia before it attacks.  If the roll fails, the first round of combat the caecilia doubles its dice roll (but not its adds).
	This giant gray wormlike creature is about 30 feet long.  They are meat eaters and can be found nearly anywhere.  Caecilia often lie in wait in loose soil just below the surface.  Whenever a small party of animals or humans pass, they shoot up out of the ground and begin biting with their large mouths and sharp teeth.

Carrion Crawler
Monster Rating: 48
Combat Dice: 5d+24
Special Damage: 2/paralyze – target is paralyzed for 1d6 combat rounds; L2 LK saving roll to avoid.
	This scavenger is a 9 foot long, 3 foot high many-legged worm.  It can move equally well on a floor, wall, or ceiling.  Its small mouth is surrounded by eight tentacles, each 2 feet long, which it uses to paralyze its foes.  Carrion crawlers are known as scavengers, eating the remains of slain animals, but they are also willing to go after fresh meat.  They will attack small parties of travelers, paralyzing their prey, and will eat paralyzed victims in three turns except when the carrion crawler is being attacked.

Cave Locust
Monster Rating: 30
Combat Dice: 4d+15
Special Damage: 2/spit attack – target character must make a L1 saving roll on LK or be hit by the locust’s spit.  The spit smells so horrible that anyone hit is stunned for 1 round and can not take any actions.
Special Abilities: Shriek – When frightened or attacked, cave locusts make a loud shrieking noise to warn their fellows.  In dungeons, this shriek has a 1d6 chance per found of attracting wandering monsters.
	Cave locusts are 2 – 3 feet long and live underground.  They may be mistaken for statues (or might not be noticed at all) until approached, because of their stone-grey color.  They are herbivores, and also eat fungus such as yellow mold and various tubers.  They can not be harmed by yellow mold or most poisons.
	Instead of fighting, they usually flee by jumping away (up to 60 feet).  Unfortunately, they often become confused, and may accidentally jump into a party (50% chance per jump).  If so, a victim is randomly determined, who must make a L1 saving roll on DEX or be battered for 1d6 points of damage.  The locust then flies away.

Cockatrice
Monster Rating: 75
Combat Dice: 8d+38
Special Damage: 4/medusa – the bit of a cockatrice can turn any living creature to stone
	This is a magical monster with the head, wings, and legs of a rooster and the tail of a snake.  Its touch can turn any living thing to stone.

Crab Spider
Monster Rating: 30
Combat Dice: 4d+15
Special Damage: 2/poison – target player must make a L1 saving roll on CON or die in 1d6 rounds.
Special Ability: Ambush – Unless surprised by the players, a crab spider will begin combat by dropping on the party from above.  Player characters must make a L1 saving roll on LK to notice the spider before it attacks.  If the roll fails, the first round of combat the crab spider doubles its dice roll (but not its adds).
	This is a 5 foot long spider with a chameleonlike ability to blend into its surroundings.  It clings to walls and ceilings and drops onto its prey.

Devil Swine
Monster Rating: 135
Combat Dice: 14d+68
Special Damage: 6/lycanthropy - target must make a L2 SR on CON or be infected with lycanthropy. If the target is not cured with a "Healing Feeling" spell or other cure per the GM, the target becomes a full devil swine at the next full moon.
Special Ability: Charm Person - a devil swine can charm up to 3 people per day, as per the spell Spirit Mastery.  The charm wears off after 24 hours, though the devil swine can eliminate the charm at will.
Weapon immunity – in were form, can only be harmed by silver or magical weapons or spells; all other weapon damage is ignored in the combat roll total.
	A devil swine appears as either a huge hog or a grossly fat human.  Although it can change shape freely during the night, it must keep one shape throughout the daylight hours.  Devil swine prefer the fringes of human settlements, especially those near swamps or forests.  They are carnivorous, especially fond of human flesh, and will ambush if possible.  Each devil swine normally has 0-3 (1d4-1) humans under its control.  They are unlike wereboars; being fat, pink, and smooth skinned while wereboars have bristly, hairy hides.

Displacer Beast
Monster Rating: 90
Combat Dice: 10d+45
Special Damage: 1/1 – normal spite damage
Special Ability: Displacement – A displacer beast’s skin bends light rays, so the creature always appears to be 3 feet from its actual position.  Because of this, they are very hard to hit in combat, as you don’t always know exactly where they are.  At the beginning of combat, characters must make a L3 saving roll on INT or their combat totals are ignored when figuring the results of combat, as they attack the displacer beast’s image.  Make this saving roll after combat actions and spells are announced, such that the action can not be changed if they miss their INT saving roll.  Once the saving roll has been successfully made, the character can fight as normal the rest of the combat.
	A displacer beast looks like a large black panther with six legs and a pair of 6 foot long tentacles growing from its shoulders.  It attacks with these tentacles, which have sharp, hornlike edges.  Displacer beasts are carnivores; they prey on smaller herd animals in forests and jungles.  They sometimes stray into dungeons out of curiosity or because they smell something good within.  They only attack adventuring parties when especially hungry.

Draco Lizard
Monster Rating: 66
Combat Dice: 7d+33
Special Damage: 1/1 - normal spite damage
	A draco is a 6 foot long lizard with wide flaps of skin between its legs.  It spreads these flaps to glide through the air, like a flying squirrel.  Dracos are generally found above ground, though they sometimes creep into caves to escape very cold or hot weather.  They are carnivores and have been known to attack adventurers.

Fire Beetle
Monster Rating: 21
Combat Dice: 3d+11
Special Damage: 1/1 – normal spite damage
Special Abilities: Armor – their hard shells take 3 hits per combat round
Fire beetles are 2 1/2 foot long creatures often found below ground.  A fire beetle has two glowing glands above its eyes and one near the back of its abdomen.  These glands give off light in a 10 foot radius and will continue to glow for 1d6 days after they are removed.

Flame Salamander
Monster Rating: 120
Combat Dice: 13d+60
Special Damage: 1/1 – normal spite damage
Special Ability: Intense heat – all characters engaged in melee combat with a flame salamander must make a L4 saving roll on CON every combat round or take 1d6 in heat damage, bypassing armor.  Apply this damage after the results of combat are applied.
Fire immunity – the flame salamander is immune to all fire and heat damage.
	Flame salamanders are free-willed beings from the elemental plane of fire.  This monster is a snake-like lizard, twelve to sixteen feet long, with bright orange-yellow and orange-red scales.  It prefers to live in or near volcanoes, or in very hot lands.

Gargoyle
Monster Rating: 60
Combat Dice: 7d+30
Special Damage: 1/1 – normal spite damage
Special Ability: Enchanged construct – gargoyles can only be harmed by magical weapons.  Fight the combat round like normal, and if the delvers win they can only inflict damage (including spite damage) up to the total rolled by any characters with magic weapons or the total of magical attacks made.
Mindless – not affected by mind-altering spells like Hold That Pose or Oh Go Away.
	Gargoyles are magical constructs, created by wizards for various tasks – especially as guards for treasure chambers and other sites.  Many thousands have been created over the centuries, and most of them eventually escape or outlive their masters and leave to form their own groups.  Gargoyles are very cunning, at least semi-intelligent, and incredibly patient.  Never needing food or drink, they can sit and watch a site literally for years.
	As pictured in medieval architecture, they are humanoid creatures with horns, claws, fangs, and batlike wings; they are considered hideous-looking beasts.  Their skin often looks exactly like stone and they are often mistaken for statues.  Because of the purpose for which they were created, gargoyles tend to be very territorial creatures.  If not still commanded by a wizard, they will normally choose a place (such as a ruined building, a cave complex, or a mountain) and defend it from all intruders, attacking nearly anything that encroaches on their territory.  They will almost never continue chasing creatures once they leave the gargoyle’s territory, however.

Gecko Lizard
Monster Rating: 48
Combat Dice: 5d+24
Special Damage: 1/1 – normal spite damage
Special Ability: Ambush – Unless surprised by the players, a gecko lizard will begin combat by dropping on the party from above.  Player characters must make a L2 saving roll on LK to notice the lizard before it attacks.  If the roll fails, the first round of combat the gecko lizard doubles its dice roll (but not its adds).
	A gecko is a 5 foot long lizard colored pale blue with orange-brown spots.  Geckos are nocturnal carnivores.  They hunt by climbing walls or trees with their specially adapted feet, then dropping on their prey to attack.

Gelatinous Cube
Monster Rating: 60
Combat Dice: 7d+30
Special Damage: 3/paralyze – target must make a L2 SR on CON or be paralyzed and unable to act for 1d6 combat rounds
Special Ability: Resistance – gelatinous cube can not be harmed by cold or lightning
Ambush – Unless surprised by the players, a gelatinous cube will begin combat by making a surprise attack.  Player characters must make a L2 saving roll on LK to notice the cube before it attacks.  If the roll fails, the first round of combat the gelatinous cube doubles its dice roll (but not its adds).
	This monster looks like a great quantity of clear jelly, usually in the form of a 10 foot / 10 foot / 10 foot cube.  It is hard to see, and it surprises often.  A gelatinous cube moves through the rooms and corridors of a dungeon, sweeping the halls clean of all living and dead material.  In the process, it may pick up items it cannot dissolve (such as weapons, coins, and gems).  The gelatinous cube will attack any living creature it encounters.  The gelatinous cube will continue attacking creatures until it dies or they do; if it wins, it sweeps up the dead with all the other trash and continues on its path.

Ghoul
Monster Rating: 30
Combat Dice: 4d+15
Special Damage: 2/paralysis – target character must make a L1 saving roll on LK or be paralyzed for 1d6 turns.  Once an opponent is paralyzed, the ghoul will attack another opponent, continuing until either the ghoul or all opponents are paralyzed or dead.
Special Ability: Mindless – not affected by mind-altering spells like Hold That Pose or Oh Go Away.
	Ghouls are undead creatures, immune to mind-effecting spells.  They are hideous, beastlike creatures who will attack and eat any living thing.  They have no real memories of their former lives; they do not talk, and have little more than animal intelligence.

Giant Centipede
Monster Rating: 8
Combat Dice: 1d+4
Special Damage: 1/poison – target character must make a L1 saving roll on CON or be violently ill for 2d6 days.  Poisoned characters move at half speed and will not be able to perform any other physical action.  The bite is more effective against very small creatures, which die if they fail their saving roll.
	A giant centipede is a foot-long insect with many legs.  Centipedes prefer dark, damp places and are often found in dungeons or on the boles and branches of trees in deep forest.  They do not commonly attack travelers, but will usually attack someone who disturbs them.

Giant Scorpion
Monster Rating: 60
Combat Dice: 7d+30
Special Damage: 2/poison stinger – the target must make a L2 saving roll on CON or die
Special Ability: Armor – the scorpion’s hard shell takes 7 hits per combat round
	A giant scorpion looks just like the normal arachnid, but is the size of a small horse.  It lives in deserts, caves, and ruins, preying on any animal over 2 feet in length.  It usually attacks on sight.

Giant Vampire Bat
Monster Rating: 30
Combat Dice: 4d+15
Special Damage: 2/paralysis – target character must make a L1 saving roll on LK or be paralyzed for 1d6 turns.  Once an opponent is paralyzed, the vampire bat will suck blood each round from the victim, causing 1d6 in CON damage per found, continuing until either the bat or all opponents are paralyzed or dead.
	Bats are nocturnal flying insectivores, but some bats have a taste for the blood of the living.  Any victims who die from having their blood drained by a giant vampire bat will rise within a week as an undead zombie.

Goblin
Monster Rating: 12
Combat Dice: 2d+6
Special Damage: 1/1 – normal spite damage
Special Ability: Cateyes – goblins can see as normal in low-light conditions
Goblins are a humanoid race, small (3 ½ to 4 ½ feet tall) and very ugly by human standards.  They have pointed ears and misshapen teeth.  Their skin is a pale earthy color, such as chalky tan or livid gray.  Their eyes are red, and glow when there is little light.

Gnoll
Monster Rating: 30
Combat Dice: 4d+15
Special Damage: 1/1 – normal spite damage
Special Ability: Armor – their equipment takes 3 hits per combat round
	Gnolls are ferocious humanoids of low intelligence.  They resemble a cross between a human and a hyena.  They live in rough, rugged wasteland and wilderness areas.  Gnolls may use all weapons, but most do not work metal; they steal most of their equipment from humans.  They are strong, but dislike work and prefer to bully and steal.

Gray Ooze
Monster Rating: 45
Combat Dice: 5d+23
Special Damage: 3/acid – target takes 2d6 in acid damage.  Armor protects against this, but the armor is permanently reduced by the amount of damage taken.
Special Ability: Elemental resistance – gray ooze can not be harmed by cold or fire
	This seeping horror looks like wet stone - usually a patch 8 feet in diameter, or a boulder about 4 feet in diameter - and is difficult to see.  It secretes an acid that destroys flesh and metal with equal ease, including magical items, but does not damage stone .

Hell Hound
Monster Rating: 75
Combat Dice: 8d+37
Special Damage: 2/call flame – the hell hound’s fiery breath shows its true nature
Special Ability: Fire immunity – immune to normal fire
Omnipotent Eye – hell hounds can detect invisible beings (such as those hidden by the Hidey Hole spell) and can attack them as normal.
	This reddish-brown doglike monster is as big as a small pony.  They are often found near volcanoes, deep in dungeons, or with other fire-loving creatures.  Hellhounds are cunning and intelligent.

Hill Giant
Monster Rating: 120
Combat Dice: 13d+60
Special Damage: 1/2 – they strike with the force of the earth itself
Special Ability: Throw rocks – hill giants sometimes throw rocks in combat.  Rocks do 2d6+25 damage.  Hill giants have an effective DEX of 12 for making ranged attacks.
	These hairy brutes are 12 feet tall and very stupid.  They wear animal skins and carry huge clubs and spears.  They live in hills or at the base of mountains, and raid human communities from time to time for food and plunder.

Kobold
Monster Rating: 8
Combat Dice: 1d+4
Special Damage: 1/1 – normal spite damage
Special Ability: Cateyes – kobolds can see as normal in low-light conditions 
These small, doglike humanoids usually live underground in clans of 10 to 60 members.  They have scaly, rust-brown skin with no hair.  They have well-developed infravision with a 90’ range.  They prefer to attack by ambush.

Hobgoblin
Monster Rating: 18
Combat Dice: 2d+9
Special Damage: 1/1 – normal spite damage
Special Ability: Cateyes –hobgoblins can see as normal in low-light conditions
	Hobgoblins are relatives of goblins, but are bigger and meaner.  They live underground in caves and dungeons, but often hunt outdoors in rough, rugged wasteland and wilderness.

Living Statue, Crystal
Monster Rating: 45
Combat Dice: 5d+23
Special Damage: 1/1 – normal spite damage
	A living crystal statue is a life form made of crystals instead of flesh.  Crystal statues can look like statues of anything, but often appear human (the statistics given are for a statue of average human size).  A living statue is an enchanted animated creature made by a powerful wizard.  It appears to be a perfectly normal statue – until it moves!

Living Statue, Steel
Monster Rating: 60
Combat Dice: 7d+30
Special Damage: 1/1 – normal spite damage
Special Abilities: Absorb metal – if a non-magical, metal weapon is used to attack a living statue, each combat round the wielder must make a L2 SR on LK or the weapon is stuck to the statue and can not be retrieved (or used in further combat rounds) until the statue is destroyed.
Mindless – not affected by mind-altering spells like Hold That Pose or Oh Go Away.
	A living statue is an enchanted animated creature made by a powerful wizard.  It appears to be a perfectly normal statue – until it moves!  A living statue has a body that can absorb iron and steel.

Ochre Jelly
Monster Rating: 75
Combat Dice: 8d+38
Special Damage: 1/2 – the acidic jelly burns through clothing and flesh
Special Ability: Jelly – only harmed by fire and cold.  Attacks with weapons or lightning merely make 1d3 smaller jellies (divide current MR by die roll).
Mindless – not affected by mind-altering spells like Hold That Pose or Oh Go Away.
	An ochre jelly is an ochre-colored giant amoeba.  It can seep through small cracks, and destroy wood, leather, and cloth in 1 turn, but cannot eat through metal or stone.

Ogre
Monster Rating: 63
Combat Dice: 7d+32
Special Damage: 1/1 – normal spite damage
	Ogres are huge, fearsome humanlike creatures, usually 8 feet to 10 feet tall.  They wear animal skins for clothes, and often live in caves.  They are very primitive and greedy; they hunt animals when they have to, but are just as content to ambush travelers or bully them into surrendering food and money instead.  Ogres have no special combat tactics.  When inclined to fight, they will beat their prey with large clubs until it stops moving or the ogres flee.

Oil Beetle
Monster Rating: 30
Combat Dice: 4d+15
Special Damage: 2/oil squirt – oil is squirted onto opponent, raising painful blisters that causes target to drop ¼ of their combat totals until cured (passes naturally after 24 hours)
Special Ability: Armor – their hard shells take 3 hits per combat round
	Oil beetles are 3 foot long giant beetles that sometimes burrow underground.  When attacked, an oil beetle squirts an oily, caustic fluid as a defense mechanism.

Orc
Monster Rating: 15
Combat Dice: 2d+8
Special Damage: 1/1 – normal spite damage
Special Ability: Cateyes – orcs can see as normal in low-light conditions
An orc is an ugly humanlike creature, and looks like a combination of animal and man.  Most orcs are shaped like humans, but many have bestial facial features and teeth.

Pit Viper Snake
Monster Rating: 30
Combat Dice: 4d+15
Special Damage: 2/poison – target player must make a L1 saving roll on CON or die in 1d6 rounds.
Special Ability: Infravision - pit viper can "see" any living creature without a light source.
	A pit viper is a 5 foot long greenish-gray poisonous snake with small pits in its head.  These pits act as heat sensors, with a range of 60 feet.  The combination of pits and infravision makes it very hard to fight a pit viper without proper lighting.

Purple Worm
Monster Rating: 225
Combat Dice: 23d+113
Special Damage: 7/ swallow whole – target creature is swallowed by the worm, and takes 2d6 hits per combat round, ignoring armor.  The swallowed character can not fight while within the caecilian.  Damage continues until the character or the caecilian is dead.
Special Abilities: Poison – any character wounded by a purple worm must make a L1 SR on CON or die.
	Purple worms are huge, slime-covered creatures over 100’ long and 8’ to 10’ in diameter.  These monsters tunnel through the earth, burrowing up from the ground to feed on surface-dwelling creatures.  They attack by biting and stinging with their tails.  
Note that if purple worms are encountered underground, the size of the underground tunnels may (at GM discretion) prevent the creature from using their tails to sting their prey.  If it approaches by tunneling, it will take 1d6 rounds before it is able to pull its tail from its burrow and bring it (and it’s poison ability) to bear.

Racer Snake
Monster Rating: 30
Combat Dice: 4d+15
Special Damage: 1/1 – normal spite damage
Special Ability: Fast – to escape from this creature, a character must make a L2 saving roll on SPD.
	This is an average type of giant snake about 4 feet long.  This snake is faster than most other snakes.  It is not poisonous, but its bite can be dangerous in itself.

Rhagodessa
Monster Rating: 66
Combat Dice: 2d+33
Special Damage: 3/captured – the target is grabbed by the rhagodessa’s suckers and dragged to its mouth.  Each subsequent combat round the captured character takes 2d6 damage, bypassing armor, and their combat total is halved, as they can not fight effectively while shoved in the creature’s mouth.
	A rhagodessa is a giant spiderlike carnivore, about the size of a small horse.  It has an oversized head and mandibles colored yellow, and a dark brown thorax.  It has five pairs of legs; the front pair end in suckers which help the creature grasp its prey.  Rhagodessae are nocturnal carnivores, hunting only in the dark.  They are normally found in caves, and can climb walls.

Rock Troll
Monster Rating: 100
Combat Dice: 11d+50
Special Damage: 1/2 – their hard fists pack quite a punch
Special Ability: Tough skin – their rocky skin takes 5 hits per combat round
	Perhaps the original inhabitants of the world, rock trolls were born from the very rock itself.  They usually live deep underground, but sometimes can be found on the surface, usually at night.  Rock trolls have been known to spend hours looking at the stars.

Rock Troll, Elder
Monster Rating: 200
Combat Dice: 21d+100
Special Damage: 1/2 – their hard fists pack quite a punch
Special Ability: Tough skin – their rocky skin takes 10 hits per combat round
	The oldest and largest of the rock trolls, these creatures are almost never encountered above-ground.  Only the deepest-delving adventurers have a hope of meeting one.  These trolls often are unconcerned with the affairs of the surface world

Rust Monster
Monster Rating: 75
Combat Dice: 8d+37
Special Damage: 2/rust metal – an antenna has hit a random piece of metal armor or a metal weapon, and the item is destroyed as it immediately crumbles to rust.  A bespelled magical item has a 25% chance of surviving, an enchanted magical item has a 50% chance of surviving, and a truly magical item has a 75% chance of surviving.
Special Ability: Armor – the rust monster’s hard shell takes 7 hits per combat round
A rust monster has a body like a giant armadillo with a long tail, and two long front antennae.  A rust monster is attracted by the smell of metal, and eats the rust created by its attacks.  The rust monster can be hit by any type of weapon, as only a hit by an antenna causes the weapon to rust.

Skeleton
Monster Rating: 15
Combat Dice: 2d+8
Special Damage: 1/1 – normal spite damage
Special Ability: Mindless – not affected by mind-altering spells like Hold That Pose or Oh Go Away.
	Animated skeletons are undead creatures often used as guards by the high level magic-user who animated them, or by greater undead creatures who command them.  Skeletons are often found near graveyards, dungeons, and other deserted places.  Skeletons will always fight until destroyed.

Stirge
Monster Rating: 15
Combat Dice: 2d+8
Special Damage: 2/suck blood – the stirge attaches to the target character and inflicts 1d6 damage each round until killed.  The player to whom the stirge is attached has attacks that specific stirge halved (dice and adds are divided by 2), though other characters can attack it normally.
Special Ability: Dive attack – if the stirge is flying, in the first round of combat it will dive at a character, giving it a special 1d6 chance of achieving its Suck Blood damage. 
A stirge is a birdlike creature with a long beak.  It attacks by thrusting its beak into the victim’s body, and feeds on blood.

Shadow
Monster Rating: 36
Combat Dice: 4d+18
Special Damage: 1/strength drain – the target loses 1 point of STR.  The drain lasts for one hour.  If the target has all of its STR drained it becomes a Shadow.
Special Ability: Weapon immunity – can only be harmed by magical weapons or spells; all other weapon damage is ignored in the combat roll total.
Ambush – Shadows are very hard to see, so unless the player characters have a very bright light source the Shadow usually begins combat by making a surprise attack.  Player characters must make a L2 saving roll on LK to notice the shadow before it attacks.  If the roll fails, the first round of combat the shadow doubles its dice roll (but not its adds).
Noncorporeal – not affected by mind-altering spells like Hold That Pose or Oh Go Away.
	Shadows are noncorporeal (ghostlike) intelligent creatures found in eerie, dark places such as dungeons, deep forests, or ruins.  They look like real shadows and can alter their shape slightly.  Shadows are hard to see and usually gain surprise.

Tiger Beetle
Monster Rating: 48
Combat Dice: 5d+24
Special Damage: 1/1 – normal spite damage
Special Ability: Armor – their hard shells take 4 hits per combat round
	Tiger beetles are 4 foot long giant beetles with a striped carapace that looks like a tiger’s skin.  They are carnivorous and usually prey on large flies.

Troglodyte
Monster Rating: 30
Combat Dice: 4d+15
Special Damage: 1/1 – normal spite damage
Special Ability: Ambush – Unless surprised by the players, a troglodyte will begin combat by attacking from hiding.  Player characters must make a L1 saving roll on LK to notice the troglodyte before it attacks.  If the roll fails, the first round of combat the troglodyte doubles its dice roll (but not its adds).
Stench – characters fighting a troglodyte must make a L1 saving roll on CON to keep from being nauseated by the troglodyte’s foul stench.  Nauseated characters have their DEX divided by 2 while in hand-to-hand combat with a troglodyte.
Cateyes – goblins can see as normal in low-light conditions
	A troglodyte is an intelligent humanoid reptile.  It has a short tail, long legs, and a spiny “comb” on hits head and arms.  Troglodytes walk upright and use their hands as well as humans.  They have most other creatures.

Vampire
Monster Rating: 135
Combat Dice: 14d+68
Special Damage: 3/energy drain – the target loses 1d6 points from every attribute.  If any attribute drops to 0 or less, the character dies.
Special Ability: Mind shield – not affected by mind-altering spells like Hold That Pose or Oh Go Away.
Weapon immunity – can only be harmed by magical weapons or spells; all other weapon damage is ignored in the combat roll total.
Regeneration – the vampire regenerates 5 points of its MR every combat round.
Shape change – can take the form of a gaseous cloud or giant vampire bat at will.  In this form the vampire fights as a giant bat but can take damage equal to its MR in its vampire form.
	Vampires are among the most feared of the undead.  They haunt ruins, tombs, crypts and other places deserted by man, but fly out at night to seek victims among the living.

Wererat
Monster Rating: 45
Combat Dice: 5d+30
Special Damage: 4/lycanthropy – target must make a L2 SR on CON or be infected with lycanthropy. If the target is not cured with a "Healing Feeling" spell or other cure per the GM, the target becomes a full wererat at the next full moon.
Special Ability: Call of the Wild - a wererat can summon 1d2 giant rats to aid it in combat. These wolves arrive in 1d3 rounds.
Ambush – Unless surprised by the players, a wererat will begin combat by attacking from hiding.  Player characters must make a L2 saving roll on LK to notice the wererat before it attacks.  If the roll fails, the first round of combat the wererat doubles its dice roll (but not its adds).
Weapon immunity – in were form, can only be harmed by silver or magical weapons or spells; all other weapon damage is ignored in the combat roll total.
	Wererats are different from most lycanthropes because the were-animal form is their natural form, and human form is the shape they assume.  They are intelligent, can speak the Common Tongue in either form, and can use any weapon.  A wererat usually prefers to use a man-sized rat form, but can become a full-sized human.  Were-rats are sneaky and often set ambushes, summoning giant rats to help them in battle.

Werewolf
Monster Rating: 60
Combat Dice: 7d+30
Special Damage: 5/lycanthropy - target must make a L2 SR on CON or be infected with lycanthropy. If the target is not cured with a "Healing Feeling" spell or other cure per the GM, the target becomes a full werewolf at the next full moon.
Special Ability: Call of the Wild - a werewolf can summon 1d2 normal wolves to aid it in combat. These wolves arrive in 1d3 rounds.
Weapon immunity – in were form, can only be harmed by silver or magical weapons or spells; all other weapon damage is ignored in the combat roll total.
	These creatures are semi-intelligent and usually hunt in packs.  Werewolves summon normal wolves to form large packs with them.

White Ape
Monster Rating: 60
Combat Dice: 7d+30
Special Damage: 1/1 – normal spite damage
Special Ability: Throw rocks – white apes can throw rocks at opponents up to 20 yards away.  Apes must make a 6+ on their saving roll to hit, and each rock does 3d6 damage, with normal armor modifications allowed.
	White apes have lost their color due to many years of living in caves.  They are nocturnal herbivores, looking for fruits and vegetables at night.  They do not go out of their way to attack characters; if approached by humans and demihumans and given a chance to flee, they will do so.  If creatures threaten their lair, the apes will threaten the intruders, and will attack if the threats are ignored.

Wight
Monster Rating: 45
Combat Dice: 5d+23
Special Damage: 3/energy drain – the target loses 1d6 points from every attribute.  If any attribute drops to 0 or less, the character dies and becomes a wight in 1d6 days
Special Ability: Weapon immunity – can only be harmed by silver and magical weapons or spells; all other weapon damage is ignored in the combat roll total.
	A wight is an undead spirit living in the body of a dead human or demihuman.  A wight looks much as its body appeared in life, but bone-white and thin, with hollow, lifeless eyes.  Its burial garments will be tattered and filthy.

Zombie
Monster Rating: 30
Combat Dice: 4d+15
Special Damage: 1/1 – normal spite damage
Special Ability: Mindless – not affected by mind-altering spells like Hold That Pose or Oh Go Away.
Slow – a character can successfully run away from a Zombie by rolling anything other than an automatic fumble on their SPD saving roll.
	Zombies are mindless undead humans or demihumans.  They are empty corpses animated by an evil magic-user.  They are often used as cheap labor and cheap soldiers by evil rulers.