Creature List

Undead Creatures

Undead Creatures never make any sound than can be heard through doors.

The following creatures are classified as Undead:

A Creature’s level is the number of Hit Dice it has plus 1 for any amount of bonus to it’s Hit Dice. (Inferred from the Experience Points in Men and Magic p18)

Horses

Horse Type Defence Move in Inches Hit Dice Maximum Load in Gold Pieces Weight
Light 3 24 2d6 3,000
Medium 3 18 2d6 + 1 3,750
Heavy 3 12 3d6 4,500
Draft 3 12 2d6 + 1 4,500
Mules 3 12 2d6 + 1 3,500

Only mules are agile enough to be taken into the Underworld.

Normal Humans

Normal Humans Attacking

All Normal Humans fight using the Normal Humans Attacking table instead of the Creatures Attacking table as explained in the Combat rules section.

Normal Humans Attacking
Enemy Defence To Hit Roll
8 17+
7 16+
6 15+
5 14+
4 13+
3 12+
2 11+
1 10+

Bandit Light Foot

Level: 1

Defence: 4 (Leather Armour & Shield)

Movement: Whatever it would be for Light Foot 120 feet ?

Hit Dice: 1d6

Alignment: Neutrality, or Chaos

Bandit Short Bow

Level: 1

Defence: 3 (Leather Armour)

Movement: Whatever it would be for Short Bow 120 feet ?

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Bandit Light Crossbow

Level: 1

Defence: 3 (Leather Armour)

Movement: Whatever it would be for Light Crossbow 120 feet ?

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Bandit Light Horse

Level: 1

Defence: 4 (Leather Armour & Shield)

Movement in Inches: 24 240 feet/yards ?

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Bandit Medium Horse

Level: 1

Defence: 6 (Chain Mail & Shield)

Movement in Inches: 18 180 feet/yards ?

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Berserker

Level: 2

Berserkers are Normal Humans.

When fighting Normal Humans they add +2 to their dice score when rolling to hit.

Defence: 3 (Leather Armour)

Movement: 120 feet

Hit Dice: 1d6 + 1

Alignment: Neutrality

Brigand

Level: 2

Brigands are Normal Humans.

When fighting Normal Humans they add +2 to their dice score when rolling to hit.

Defence: 3 (Leather Armour)

Movement: 120 feet

Hit Dice: 1d6 + 1

Alignment: Chaos

Dervish Medium Foot Archer

Level: 2

Defence: 5 (Chain Mail)

Movement: 120 feet?

Weapon: Bow

When fighting Normal Humans they add +2 to their dice score when rolling to hit.

Hit Dice: 1d6 + 1

Alignment: Lawful

Dervish Light Horse Lancer

Level: 2

Defence: 4 (Leather Armour & Shield)

Movement: 24 inches

Weapon: Lance

When fighting Normal Humans they add +2 to their dice score when rolling to hit.

Hit Dice: 1d6 + 1

Alignment: Lawful

Dervish Light Horse Archer

Level: 2

Defence: 4 (Leather Armour & Shield)

Movement: 24 inches

Weapon: Bow

When fighting Normal Humans they add +2 to their dice score when rolling to hit.

Hit Dice: 1d6 + 1

Alignment: Lawful

Dervish Medium Horse Lancer

Level: 2

Defence: 4 (Chain Mail & Shield)

Movement: 18 inches

Weapon: Lance

When fighting Normal Humans they add +2 to their dice score when rolling to hit.

Hit Dice: 1d6 + 1

Alignment: Lawful

Dervish Medium Horse Archer

Level: 2

Defence: 4 (Chain Mail & Shield)

Movement: 18 inches

Weapon: Bow

When fighting Normal Humans they add +2 to their dice score when rolling to hit.

Hit Dice: 1d6 + 1

Alignment: Lawful

Nomad Medium Foot Archer

Level: 1

Defence: 5 (Chain Mail)

Movement: 120 feet?

Weapon: Bow

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Nomad Light Horse Lancer

Level: 1

Defence: 4 (Leather Armour & Shield)

Movement: 24 inches

Weapon: Lance

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Nomad Light Horse Archer

Level: 1

Defence: 4 (Leather Armour & Shield)

Movement: 24 inches

Weapon: Bow

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Nomad Medium Horse Lancer

Level: 1

Defence: 4 (Chain Mail & Shield)

Movement: 18 inches

Weapon: Lance

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Nomad Medium Horse Archer

Level: 1

Defence: 4 (Chain Mail & Shield)

Movement: 18 inches

Weapon: Bow

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Buccaneer Light Foot

Level: 1

Defence: 4 (Leather Armour & Shield)

Movement in Inches: 120 feet?

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Buccaneer Light Crossbow

Level: 1

Defence: 3 (Leather Armour)

Movement in Inches: 120 feet?

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Buccaneer Heavy Crossbow

Level: 1

Defence: 5 (Chain Mail)

Movement in Inches: 120 feet?

Hit Dice: 1d6

Alignment: Neutrality, or Chaos.

Pirate Light Foot

Level: 1

Defence: 4 (Leather Armour & Shield)

Movement in Inches: 120 feet?

Hit Dice: 1d6

Alignment: Chaos.

Pirate Light Crossbow

Level: 1

Defence: 3 (Leather Armour)

Movement in Inches: 120 feet?

Hit Dice: 1d6

Alignment: Chaos.

Pirate Heavy Crossbow

Level: 1

Defence: 5 (Chain Mail)

Movement in Inches: 120 feet?

Hit Dice: 1d6

Alignment: Chaos.

Caveman

Level: 2

Type: Normal Human

Defence: 1 (un-armoured)

Hit Dice: 2d6

Alignment: Neutrality

Merfolk Trident

Level: 2

Merfolk are Normal Humans.

Merfolk fight at -1 on land.

When fighting Normal Humans they add +2 to their dice.

Defence: 3

Movement: 120 feet

Hit Dice: 1d6 + 1

Alignment: Neutrality.

Merfolk in Naval Combat

Swim 15 inches per turn.

They have a 10% chance per 10 of them to grappling a ship which is within 1 inch of them.

If they grapple a ship they must be at the surface of the water.

They may remain submerged indefinitely.

When underwater their move must be written.

When on the surface of the water they are subject to missile fire.

A ship is slowed 2 inches for every successful grapple.

Merfolk Darts

Level: 2

Merfolk are Normal Humans.

Merfolk fight at -1 on land.

When fighting Normal Humans they add +2 to their dice.

Defence: 3

Movement: 120 feet

Hit Dice: 1d6 + 1

Alignment: Neutrality.

Merfolk in Naval Combat

Swim 15 inches per turn.

They have a 10% chance per 10 of them to grappling a ship which is within 1 inch of them.

If they grapple a ship they must be at the surface of the water.

They may remain submerged indefinitely.

When underwater their move must be written.

When on the surface of the water they are subject to missile fire.

A ship is slowed 2 inches for every successful grapple.

Goblin

Level: 1

Alignment: Chaos

Defence Move in Inches Hit Dice
4 6 1d6 - 1 (minimum 1 total)

In full daylight subtract 1 from their attack dice rolls.

They attack Dwarves on sight.

Goblin King

Level: 2

Alignment: Chaos

Defence Move in Inches Hit Dice
5 9 1 d6 + 1

In full daylight they subtract 1 from their attack dice rolls.

They attack Dwarves on sight.

Kobold

Level: 1

Alignment: Chaos

Defence Move in Inches Hit Dice
3 6 1 d3

In full daylight they -1 from their attack rolls.

They attack Dwarves on sight.

Kobold King

Level: 2

Alignment: Chaos

Defence Move in Inches Hit Dice
5 9 1 d6 + 1

In full daylight they -1 from their attack dice rolls.

They attack Dwarves on sight.

Kobold King’s Guard

Level: 2

Alignment: Chaos

Defence Move in Inches Hit Dice
5 9 1 d6 + 1

In full daylight they -1 from their attack dice rolls.

They attack Dwarves on sight.

Orc

Level: 1

Alignment: Neutral, or Chaos

Defence Move in Inches Hit Dice
4 9 1 d6

In full daylight their attack rolls are modified by -1.

Hobgoblin

Alignment: Chaos

Level: 2

Defence Move in Inches Hit Dice
5 9 1 d6 + 1

In full daylight they -1 from their attack dice rolls.

They attack dwarves on sight.

Hobgoblin King

Alignment: Chaos

Level: 5

Defence Move in Inches Hit Dice
5 9 4 d6 + 1

In full daylight they -1 from their attack dice rolls.

They attack dwarves on sight.

Hobgoblin King’s Guard

Alignment: Chaos

Level: 5

Defence Move in Inches Hit Dice
5 9 4 d6 + 1

In full daylight they -1 from their attack dice rolls.

They attack dwarves on sight.

Gnoll

Alignment: Chaos

Level: 2

Defence Move in Inches Hit Dice
5 9 2 d6

In full daylight they -1 from their attack dice rolls.

They attack dwarves on sight.

Gnoll King

Alignment: Chaos

Level: 7

Defence Move in Inches Hit Dice
6 1 2 6 d6 + 3

In full daylight they -1 from their attack dice rolls.

They attack dwarves on sight.

Gnoll King’s Guard

Alignment: Chaos

Level: 7

Defence Move in Inches Hit Dice
6 1 2 6 d6 + 3

In full daylight they -1 from their attack dice rolls.

They attack dwarves on sight.

Ogre

Alignment: Neutral, or Chaos

Level: 5

Defence Move in Inches Hit Dice
5 9 4 d6 + 1

7 to 10 feet in height.

Damage: 1d6 + 2.

Troll

Level: 7

Alignment: Chaos

Defence Move in Inches Hit Dice
6 1 2 6 d6 + 3

The third melee round after a Troll is hit it will begin to regenerate itself at the rate of 3 hit points per turn.

Unless they are burned or immersed in acid, they can still regenerate once reduced to 0 hit points.

They will resume combat if they regenerate to 6 or more hit points.

Giant (Hill)

Alignment: Neutral, or Chaos

Defence Move in Inches
6 12

20 feet ranged attack.

Level Hit Dice Average Size Damage
8 8d6 12 feet 2d6

Giant (Stone)

Alignment: Neutral, or Chaos

Defence Move in Inches
6 12

20 feet ranged attack.

Level Hit Dice Average Size Damage
9 9d6 15 feet 2d6

Giant (Frost)

Alignment: Neutral, or Chaos

Defence Move in Inches
6 12

20 feet ranged attack.

Level Hit Dice Average Size Damage Unique Characteristics
11 10d6 + 1 18 feet 2d6 + 1 Impervious to Cold

Giant (Fire)

Alignment: Neutral, or Chaos

Defence Move in Inches
6 12

20 feet ranged attack.

Level Hit Dice Average Size Damage Unique Characteristics
12 11d6 + 3 12 feet 2d6 + 2 Impervious to Fire

Giant (Cloud)

Alignment: Neutral, or Chaos

Defence Move in Inches
6 12

20 feet ranged attack.

Level Hit Dice Average Size Damage Unique Characteristics
13 12d6 + 2 20 feet 3d6 Keen sense of smell

Skeleton

Level: 1

Type: Undead

Alignment: none

Defence Move in Inches Hit Dice
3 6 1d3

Skeletons act only under the instructions of the one who animated them via the Animate Dead spell.

They will always attack until totally wiped out.

Zombie

Level: 1

Type: Undead

Alignment: none

Defence Move in Inches Hit Dice
2 6 1d6

Zombies act only under the instructions of the one who animated them via the Animate Dead spell.

They will always attack until totally wiped out.

Ghoul

Level: 2

Type: Undead

Alignment: Chaos

Defence Move in Inches Hit Dice
4 9 2d6

Ghouls paralyse any Creature they touch, excluding Elves. The game effect of paralyse is never detailed

Any Human killed by a Ghoul becomes one.

Wight

Level: 3

Type: Undead

Alignment: Chaos

Defence Class Move in Inches Hit Dice
5 9 3 d6

When a Wights hits a Character, in addition to the normal damage, they reduce the level of the Character by 1.

Immunities: Normal Missiles.

Vulnerabilities:

Humans killed by Wights become Wights.

A Creature who’s level is reduced to 0 by a Wight becomes a Wight.

Wraith

Level: 4

Type: Undead

Alignment: Chaos

Defence ( Move in Inches walk / fly) Hit Dice
7 12 / 24 4d6

When a Wraiths hits a Character, in addition to the normal damage, they reduce the level of the Character by 1.

Wraiths cannot be affected by normal missile fire, but silver-tipped arrows will do 1d3 damage, and magic arrows will do 1d6 damage.

Magical weapons with a special (to hit) bonus add the amount of the bonus to the damage done to Wraiths.

Humans killed by Wraiths become Wraiths.

An opponent whos level is reduced to 0 by a Wraith becomes a Wraith.

Mummy

Level: 6

Type: Undead

Alignment: Chaos

Defence Move in Inches Hit Dice
7 6 5d6 + 1

Their touch causes a rotting disease which makes Hit Points take ten times the usual time for healing. 20 days of complete rest per Hit Point healed. A Cleric can reduce this to only twice as long with a Cure Disease spell if administered within an hour.

Only magic weaponry will hit Mummies, and all hits and bonuses are at one-half value against them.

Mummies are vulnerable to fire, including a torch. What does vulnerable mean in this context? Normal damage?

Spectre

Level: 6

Type: Undead

Alignment: Chaos

Defence Move in Inches (walk / fly) Hit Dice
2 15 / 30 6d6

Spectres have no corporeal body.

Thay are impervious to all normal weaponry.

They can be struck by all magical weapons, and by silver-tipped arrows.

When a Spectre hits a Character, in addition to the normal damage, they reduce the level of the Character by 2.

Humans killed by a Spectre become a Spectre under the control of the one who made the original Spectre.

Vampire

Level: 7 to 9 (depending on Hit Dice)

Type: Undead

Alignment: Chaos

Defence Move in Inches (walk / fly) Hit Dice
8 12 / 18 7d6 to 9d6

Can be killed in the following unique ways:

Normal weapons do no damage to them.

All magical weapons do damage them.

Silver-tipped arrows damage them.

If they take damage they will immediately regenerate hit points, up to 3 per turn.

If they hit a Character, the Character’s level is reduced by 2 per hit.

They can summon 1d10 * 10 3d6 wolves.

They can polymorph at will into into either a huge bat or into a gaseous form, doing either at will.

If their hit points are reduced to 0 they do not die, instead they transform into their gaseous form.

They can cast the Arcane Charm Person spell by looking into a Character’s eyes. The target of this spell has their saving roll modified by -2.

A Vampire will fall back from creatures presenting any of the following items:

A Vampire must be in a coffin during daylight hours. The coffin must have a layer of soil from their home land in the bottom.

Humans killed by Vampires become Vampires under the control of the Vampier who killed them.

Cockatrice

Level: 5

Alignment: none

Defence Move in Inches (walk / fly) Hit Dice
4 9/18 5d6

Any Creature a Cockatrice touches will be turnde to stone.

They are not intelligent.

Basalisk

Level: 7

Alignment: none

Defence Move in Inches Hit Dice
6 6 6d6 + 1

Any Creature it touches or makes eye contact with will be turnde to stone.

It it will turn itself to stone if it makes eye contact via a reflection.

It is not intelligent.

Medusa

Level: 4

Alignment: Chaos

Defence Move in Inches Hit Dice
2 9 4d6

Any Creature it makes eye contact with will be turnde to stone.

It has snakes for hair attached to it’s head where the end of their tails would be. The snakes can bite. The snakes bites secrete deadly poison. save vs.  poison, or death?

It is intelligent.

It will try to trick Creatures into looking into it’s eyes.

It it will turn itself to stone if it makes eye contact via a reflection.

Gorgon

Level: 8

Alignment: Chaos

Defence Move in Inches Hit Dice
8 12 8d6

Shaped like a bull, covered in iron scales.

Breath attack

Creatures within range are turned to stone

Range: 60 foot

Manticore

Level: 7

Alignment: Chaos

Defence Move in Inches (walk / fly) Hit Dice
6 12/18 6d6 + 1

Humans are their prefered prey.

Tail attack

Their tail has 24 protruding spikes.

The spikes can be fired in a particular direction.

Up to 6 spikes can be fired at once.

Roll to hit as would be done for a crossbow.

Each spike does 1d6 damage.

Range: 180 foot

Hydra

Level: 5 to 12 (equal to their number of heads)

Alignment: Chaos

Defence Move in Inches Hit Dice
5 12 5 to 12

A large dinosaurs with multiple heads. Not a multi-headed snake as legend has it.

Each Hydra has 1d8 + 4 heads.

A Hydra has 6 hit points per head.

For every 6 hit points of damage it takes, one head is killed.

A Hydra’s to-hit roll is based on how many heads it start with:

Hydra’s Original Head count T arget De fence
8 7 6 5 4 3 2 1

5 or 6 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+

7 to 9 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+

10 to 12 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+

All of a Hydra’s heads can attack simultaneously. Meaning they get 1 attack per (surviving) head.

Chimera

Level: 9

Alignment: Neutral, or Chaos

Defence Move in Inches (walk / fly) Hit Dice
6 12/18 9d6

A Chimera is made of the front half of a big cat, the back half of a goat, and has Dragons wings. It has one head for each of the three creatures it consists of.

A Chimera has 4 different ways of attacking:

  1. Gore with the goat head’s horns.

  2. Tear with the lion head’s fangs.

  3. Bite with the dragon head.

  4. Breathe fire with the dragon head:

    Range: 50 feet

    Damage: 3d6

Wyvern

Level: 7

Alignment: Neutral

Defence Move in (walk / fly) Hit Dice
7 9 / 24 7d6

Their tail has a poisonous sting. It can curl over their head to hit targets in front of them. (Implies save vs, poison).

They will attack with either their sting, or bite. Roll to find out which for each time they attack:

1d6 Result Attack
1 to 4 Sting
5 or 6 Bite

Dragon (White)

Alignment: Neutral, or Chaos

Defence Move in Inches (walk / fly)
8 9 / 24

White Dragons do not have Hit Dice. Instead they have a Power number that is used to set their maximum hit points. The Power is determined by their Maturity and Size:

White Dragon Power
Maturity Small Medium Large
Very Young 5 6 7
Young 10 12 14
Adolescent 15 18 21
Adult 20 24 28
Old 25 30 35
Very Old 30 36 42

Chance they are able to talk: 25%

Cannot use Magic.

Breath Weapon (Cone of Cold)

A cone that originates from the Dragon’s mouth at a 1/2 foot diameter and widens to 3 foot diameter. 8 foot long.

The Dragon’s Power is used as the amount of damage their Breath Weapon does.

Can use its breath weapon up to three times per day.

Actions in Combat

Dragons will attack with either their breath weapon (while they have it), or bite. Roll to find out which for each time they attack:

2d6 Result Attack
2 to 6 Bite
7 to 12 Breath

If in a family and the Young are attacked then both parents will automatically use their breath weapons. If only one of the adults are attacked, the other will attack at double values. Double what??

Certain weapon and attack types are more or less effective than others against White Dragons. This is indicated on the following table. The number is the addition or subtraction to hit rolls as well as the damage done if hit.

Water Fire* Lightning Air** Earth***
-1 +1 +1 - -1

*Includes attack by Efreet or Fire Elementals.

**Includes “whirlwind”, Air Elemental, or Djinn attack.

***Attack by an Earth Elemental.

Wilderness Movement

Dragons can walk for up to three weeks, but must then sleep one full week.

Dragons can fly for up to three weeks, but must then sleep three full week.

Dragon

Alignment: Lawful (Gold only), Neutral, or Chaos

Defence Move in Inches (walk / fly) Hit Dice
8 9 / 24 6d6 to 12d6

Look up the number of hit dice determined by size and type:

Type Size Number of Hit Dice
Black Small 6
Medium 7
Large 8
Green Small 7
Medium 8
Large 9
Blue Small 8
Medium 9
Large 10
Red Small 9
Medium 10
Large 11
Gold Small 10
Medium 11
Large 12

Breath Weapons

Dragons can use their breath as a weapon. Each type of Dragon has a specific breath weapon.

A Dragon is able to use its breath weapon up to three times per day.

Cone shaped breath weapons originate from the mouth of the Dragon at a 1/2 foot diameter.

Line shaped breath weapons travel in a straight line beginning at the height of the Dragon’s head.

Cloud shaped breath weapons extend from ground level to a height of 30 feet.

Dragon Type Breath Weapon Range & Shape (length by width)
White Cold 8 by 3 feet cone
Black Acid 6 feet by 1/2 foot line
Green Chlorine Gas 5 by 4 feet cloud
Blue Lightning 10 feet by 1/2 foot line
Red Fire 9 by 3 feet cone
Golden Fire or Gas (as applicable)

The damage value of the breath weapon depends on the maturity and Hit Dice of the Dragon:

Maturity Breath Damage
Very Young 1 per Hit Dice
Young 2 per Hit Dice
Adolescent 3 per Hit Dice
Adult 4 per Hit Dice
Old 5 per Hit Dice
Very Old 6 per Hit Dice

Dragons will attack with either their breath weapon, or bite. Roll to find out which for each time they attack:

2d6 Result Attack
2 to 6 Bite
7 to 12 Breath

Golden Dragons are actually a class unto themselves. These Creatures are by far the most intelligent of all their kind, and they are able to use magic. They can employ spells up to the 6th level, gaining one level for each of their stages of maturity, having one spell for each hit die they have. Golden Dragons are Lawful. They will often appear as human or in some other guise. They will not usually serve any character.

Attacking Dragons

Sleeping Dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting.

If in a family the Young are attacked both parents will automatically use their breath weapons. If only one of the adults are attacked, the other will attack at double values.

Certain weapon and attack types are more or less effective than others against some types of Dragon. This is indicated on the following table. The number is the addition or subtraction to hit rolls as well as the damage done if hit.

Dragon Type Water Fire* Lightning Air** Earth***
White -1 +1 +1 - -1
Black +1 - - - -1
Green - - - +1 -
Blue -1 +1 -1 - -
Red +1 -1 - -1 -1
Golden - - - - -

*Includes attack by Efreet or Fire Elementals.

**Includes “whirlwind”, Air Elemental, or Djinn attack.

***Attack by an Earth Elemental.

Wilderness Movement

Dragons can walk for up to three weeks, but must then sleep one full week.

Dragons can fly for up to three weeks, but must then sleep three full week.

Dragon (Gold)

Alignment: Lawful

Defence Move in Inches (walk / fly) Hit Dice
8 9 / 24 6d6 to 12d6

Look up the number of hit dice determined by size and type:

Type Size Number of Hit Dice
Gold Small 10
Medium 11
Large 12

Breath Weapons

Dragons can use their breath as a weapon. Each type of Dragon has a specific breath weapon.

A Dragon is able to use its breath weapon up to three times per day.

Cone shaped breath weapons originate from the mouth of the Dragon at a 1/2 foot diameter.

Line shaped breath weapons travel in a straight line beginning at the height of the Dragon’s head.

Cloud shaped breath weapons extend from ground level to a height of 30 feet.

Dragon Type Breath Weapon Range & Shape (length by width)
White Cold 8 by 3 feet cone
Black Acid 6 feet by 1/2 foot line
Green Chlorine Gas 5 by 4 feet cloud
Blue Lightning 10 feet by 1/2 foot line
Red Fire 9 by 3 feet cone
Golden Fire or Gas (as applicable)

The damage value of the breath weapon depends on the maturity and Hit Dice of the Dragon:

Maturity Breath Damage
Very Young 1 per Hit Dice
Young 2 per Hit Dice
Adolescent 3 per Hit Dice
Adult 4 per Hit Dice
Old 5 per Hit Dice
Very Old 6 per Hit Dice

Dragons will attack with either their breath weapon, or bite. Roll to find out which for each time they attack:

2d6 Result Attack
2 to 6 Bite
7 to 12 Breath

Golden Dragons are actually a class unto themselves. These Creatures are by far the most intelligent of all their kind, and they are able to use magic. They can employ spells up to the 6th level, gaining one level for each of their stages of maturity, having one spell for each hit die they have. Golden Dragons are Lawful. They will often appear as human or in some other guise. They will not usually serve any character.

Attacking Dragons

Sleeping Dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting.

If in a family the Young are attacked both parents will automatically use their breath weapons. If only one of the adults are attacked, the other will attack at double values.

Certain weapon and attack types are more or less effective than others against some types of Dragon. This is indicated on the following table. The number is the addition or subtraction to hit rolls as well as the damage done if hit.

Dragon Type Water Fire* Lightning Air** Earth***
White -1 +1 +1 - -1
Black +1 - - - -1
Green - - - +1 -
Blue -1 +1 -1 - -
Red +1 -1 - -1 -1
Golden - - - - -

*Includes attack by Efreet or Fire Elementals.

**Includes “whirlwind”, Air Elemental, or Djinn attack.

***Attack by an Earth Elemental.

Wilderness Movement

Dragons can walk for up to three weeks, but must then sleep one full week.

Dragons can fly for up to three weeks, but must then sleep three full week.

Gargoyle

Level: 4

Alignment: Chaos

Defence Movement (walk/fly) Hit Dice
5 9/15 4d6

There is a 75% chance will attack, regardless of Alignment.

They are semi-intelligent, and behave with forethought and planning.

Only magical weapons or magical attacks affect Gargoyles.

Werewolf

Level: 4

Alignment: Chaos or Neutral

Type: Lycanthrope

Defence Movement (walk) Hit Dice
5 15 4 d6

Only silver weapons, magical weapons, or magical attacks affect them.

Wereboar

Level: 5

Alignment: Chaos or Neutral

Type: Lycanthrope

Defence Movement (walk) Hit Dice
6 12 4 d6 + 1

Only silver weapons, magical weapons, or magical attacks affect them.

Weretiger

Level: 5

Alignment: Chaos or Neutral

Defence Movement (walk) Hit Dice
7 12 5 d6

Werebear

Level: 6

Alignment: Law or Neutral

Type: Lycanthrope

Defence Movement (walk) Hit Dice
8 9 6 d6

Only silver weapons, magical weapons, or magical attacks affect them.

Purple Worm

Level: 15

Alignment: Neutral

Defence Move in Inches Hit Dice
4 6 1 5d6

A Purple Worms reaction will always be hostile, so they will attack.

They dwell just below the surface of the earth, and are found all over the land.

They grow up to 50 feet long and 10 feet wide.

They have a poisonous sting on the tip of their tails.

If a Purple Worm hits an opponent ogre-sized or less, they may be swallowed whole. Compare the Purple Worm’s to-hit score with the target’s Defence on the table below to see if they are swallowed.

Tabel: Purple Worm Swallow

Opponent’s Defence Swallowed if to-hit roll is
8 8+
7 7+
6 6+
5 5+
4 4+
3 or less Always swallows

A swallowed creature will be dead in 6 turns.

A swallowed creature will be completely digested in 12 turns.

Minotaur

Level: 6

Alignment: Neutral, or Chaos

Defence Move in Inches Hit Dice
4 12 6d6

They are above human size.

They will always attack.

They will pursue as long as their prey is in sight.

Centaur

Level: 4

Alignment: Law, or Neutral

Defence Move in Inches Hit Dice
5 18 4d6

Centaurs are semi-intelligent.

Centaurs will always carry some form of weapon:

In melee the Centaur will attack twice, once as a human and once as a medium horse. A Normal Human and a Medium horse attack, instead of as a 4d6 Creature?

Unicorn

Level: 4

Alignment: Law

Defence Move in Inches Hit Dice
8 2 4 4 d6

Only a Lawfully alligned young females may approach a Unicorn. Otherwise, they will avoid human contact.

Unicorns may be ridden by young female Fighters and will obey them.

They resist magic as if they were an 11th-level Mage. Mage saving throws? Only the Wands, Staves & Spells?

Death Ray or Poison Wands Being Turned to Stone Dragon Breath Staves & Spells
8 9 8 11 8

They can sense the approach of enemies from 240 feet.

Once per day they are able to teleport as follows:

They instantaneously transport themselves and their rider in any direction (including up or down), up to 360 feet.

Nixies

Level: 1

Alignment: Neutral

Defence Move in Inches Hit Dice
3 12 1d6

Live in water.

Armed with daggers, and javelins (60 feet throwing range).

For every 10 Nixies one Nixie Charm spell is cast at any creature within 30 feet of their lair.

Nixie Charm

Affects any bipedal mammalian Creatures near to or less than the size of a Human.

Does not affect Undead Creatures.

Affected Creatures include Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins, and Gnolls.

If the spell is not saved against then the charmed character will:

This spell can be dispelled by a Dispel Magic spell. A Dispel Magic spell has a 75% chance of succeeding before the charmed character is immersed regardless of the

Range: 30 feet.

Duration: until dispelled.

Nixies in Naval Combat

Only in fresh water.

Swim 9 inches per turn.

It takes 40 of them to make a grappling attempt.

They have a 10% chance per 10 of them of grappling a ship which is within 1 inch of them.

If they grapple a ship they must be at the surface of the water.

Pixie

Level: 1

Alignment: Neutral

Defence Move in Inches (walk/fly) Hit Dice
4 9/18 1d6

Dryads

Level: 2

Alignment: Neutral

Defence Move in Inches Hit Dice
5 12 2d6

Dryads are each a part of their own respective tree and will stay within 240 feet of their trees.

They are shy and non-violent.

They know Charm Person with a -2 penalty to the d20 roll for the target’s Magic saving throw. copy here

For anyone who approaches or follows a Dryad roll a d100. A result under 90 means the Dryad casts their Charm Person on them.

Anyone charmed by a Dryad will never leave the forest.

Dryads have exact knowledge of the woods around them.

Gnome

Level: 1

Alignment: Law, or Neutral

Defence Move in Inches Hit Dice
5 6 1d6

Dwarf

Level: 1

Alignment: Law, or Neutral

Defence Move in Inches Hit Dice
6 6 1d6

Ogres, Giants and the like will do half damage to Dwarves. What counts as “the like”?

Elf Archer

Level: 2

Alignment: Law, or Neutral

Defence Move in Inches Hit Dice
5 12 1d6 + 1

Elf Archers are armed with a bow, and a swords.

They have the ability of moving silently and are nearly invisible in their gray-green cloaks.

If they are armed with magical weapons, they deal 1d6 + 1 damage. Why mention this? Nowhere does it say if they have magic weapons

Elf Archers on foot may move and fire.

Elf Spearfighter

Level: 2

Alignment: Law, or Neutral

Defence Move in Inches Hit Dice
5 12 1d6 + 1

Elf Spearfighters are armed with a spear, and a sword.

They can moving silently.

They wear gray-green cloaks which make them nearly invisible.

If they are armed with magical weapons, they deal 1d6 + 1 damage. Why mention this? Nowhere does it say if they have magic weapons

Treant

Level: 8

Alignment: Law

Defence Move in Inches Hit Dice
8 6 8d

If they are within 60 feet of a tree, then they can command it to move up to 30 feet per turn. Each Treant can command up to two trees.

Pegasus

Level: 3

Alignment: Law

Defence Move in Inches (walk/fly) Hit Dice
4 2 4/48 2 d6 + 2

They will serve only Lawful characters.

Hippogriff

Level: 4

Alignment: Law

Defence Move in Inches (walk/fly) Hit Dice
5 1 8/36 3 d6 + 1

They attack with both their hooves and with their sharp beaks.

They will normally fight Pegasi.

Small Roc

Level: 6

Alignment: Law, or Neutral

Defence Move in Inches (walk/fly) Hit Dice
6 6/48 6d6

Medium Roc

Level: 12

Alignment: Law, or Neutral

Defence Move in Inches (walk/fly) Hit Dice
8 12/96 12d6

Large Roc

Level: 18

Alignment: Law, or Neutral

Defence Move in Inches (walk/fly) Hit Dice
8 1 8/144 1 8d6

Griffon

Level: 7

Alignment: Neutral

Defence Move in Inches (walk/fly) Hit Dice
7 12/30 7d6

Griffons can be loyal steeds.

They eat horses, so the two creatures cannot be brought within 360 feet of each other.

Invisible Stalker

Level: 8

Alignment: none

Defense Move in Inches (walk) Hit Dice
7 12 8d6

They are faultless trackers that do not quit until their mission is completed.

They cannot be dispelled, except by the Dispel Magic spell.

If they complete their mission, then they return to the non-dimension.

Invisible Stalkers do not like missions of continuing servitude. They will try to complete their mission as quickly as possible by interpreting the words of the mission in a way that might even go against the intention.

Elementals

Level: 8 to 16 depending on their origin.

Alignment: none

Elemental Origin Size
Conjure Elemental Spell 16 Hit Dice
Device 12 Hit Dice
Staff of Wizardry 8 Hit Dice

Device means from medallions, stones, gems, or bracelets.

Regardless of the size of an Elemental, only one of each element type can be brought into existence during any single day.

Only magical weapons or attacks affect Elementals.

All Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control an elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them attacking anything in its path.

Once control is lost it can never be re-established.

Elemental Types

Air Elemental (Level 8)

Level: 8

Alignment: none

Defence Move in Inches (fly only) Hit Dice
8 36 8d6

Regardless of it’s Level, only one of an Air Elemental can be brought into existence during any single day.

Only magical weapons or attacks affect Air Elementals.

Move only by flying.

Normal Damage: 1d6 (air type)

Damage when engaged in combat in the air: 1d6+1 (air type)

They can turn into a whirlwind which will sweep all creatures under two hit dice away. What does this actually do in game terms?

The whirlwind is conical in shape. The size of the cone is 30 feet diameter at the base, 60 feet diameter at the top, and their hit dice size * 10 feet heigh.

Turning into a whirlwind takes one turn Meaning round? as does turning back.

Air Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control the Elemental will result in it attacking the one who summoned it. In this case, the Elemental will move directly toward the summoner attacking anything in its path.

Once control is lost it can never be re-established.

Air Elemental (Level 12)

Level: 12

Alignment: none

Defence Move in Inches (fly only) Hit Dice
8 36 12d6

Regardless of the size, only one of an Air Elemental can be brought into existence during any single day.

Only magical weapons or attacks affect Air Elementals.

It moves only by flying.

Normal Damage: 1d6 (air type)

Damage when engaged in combat in the air: 1d6+1 (air type)

They can turn into a whirlwind which will sweep all creatures under two hit dice away. What does this actually do in game terms?

The whirlwind is conical in shape. The size of the cone is 30 feet diameter at the base, 60 feet diameter at the top, and their hit dice size * 10 feet heigh.

Turning into a whirlwind takes one turn as does turning back.

Air Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control the Elemental will result in it attacking the one who summoned it. In this case, the Elemental will move directly toward the summoner attacking anything in its path.

Once control is lost it can never be re-established.

Air Elemental (Level 16)

Level: 16

Alignment: none

Defence Move in Inches (fly only) Hit Dice
8 3 6 1 6d6

Regardless of the size, only one of an Air Elemental can be brought into existence during any single day.

Only magical weapons or attacks affect Air Elementals.

Move only by flying.

Normal Damage: 1d6 (air type)

Damage when engaged in combat in the air: 1d6+1 (air type)

They can turn into a whirlwind which will sweep all creatures under two hit dice away. What does this actually do in game terms?

The whirlwind is conical in shape. The size of the cone is 30 feet diameter at the base, 60 feet diameter at the top, and their hit dice size * 10 feet heigh.

Turning into a whirlwind takes one turn as does turning back.

Air Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control the Elemental will result in it attacking the one who summoned it. In this case, the Elemental will move directly toward the summoner attacking anything in its path.

Once control is lost it can never be re-established.

Earth Elemental (Level 8)

Defence Move in Inches (walk) Hit Dice
8 60 8d6

Cannot cross water.

Damage: 2d6 (earth type).

Damage 3d6 if their target is on the earth, or is a wall.

Regardless of the Level of an Earch Elemental, only one of Earth Element type can be brought into existence during any single day.

Only magical weapons or attacks affect Elementals.

Earth Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control an Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them attacking anything in its path.

Once control is lost it can never be re-established.

Earth Elemental (Level 12)

Defence Move in Inches (walk) Hit Dice
8 60 12d6

Cannot cross water.

Damage: 2d6 (earth type).

Damage 3d6 if their target is on the earth, or is a wall.

Regardless of the Level of an Earch Elemental, only one of Earth Element type can be brought into existence during any single day.

Only magical weapons or attacks affect Elementals.

Earth Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control an Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them attacking anything in its path.

Once control is lost it can never be re-established.

Earth Elemental (Level 16)

Defence Move in Inches (walk) Hit Dice
8 60 16d6

Cannot cross water.

Damage: 2d6 (earth type).

Damage 3d6 if their target is on the earth, or is a wall.

Regardless of the Level of an Earch Elemental, only one of Earth Element type can be brought into existence during any single day.

Only magical weapons or attacks affect Elementals.

The Earth Elemental be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control an Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them attacking anything in its path.

Once control is lost it can never be re-established.

Fire Elemental (Level 8)

Defence Move in Inches (walk) Hit Dice
8 12 8d6

Damage: 2d6 (fire type)

Damage against fire-using opponents: 1d6 + 1.

They act as incendiaries when in contact with inflammable material.

They cannot cross water.

They are summoned from sources of considerable heat like a large fire, or lava.

Regardless of the Level of a Fire Elemental, only one of Fire Element type can be brought into existence during any single day.

Only magical weapons or attacks affect Elementals.

The Fire Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.

Once control is lost it can never be re-established.

Fire Elemental (Level 12)

Defence Move in Inches (walk) Hit Dice
8 12 12d6

Damage: 2d6 (fire type)

Damage against fire-using opponents: 1d6 + 1.

They act as incendiaries when in contact with inflammable material.

They cannot cross water.

They are summoned from sources of considerable heat like a large fire, or lava.

Regardless of the Level of a Fire Elemental, only one of Fire Element type can be brought into existence during any single day.

Only magical weapons or attacks affect Elementals.

The Fire Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.

Once control is lost it can never be re-established.

Fire Elemental (Level 16)

Defence Move in Inches (walk) Hit Dice
8 12 16d6

Damage: 2d6 (fire type)

Damage against fire-using opponents: 1d6 + 1.

They act as incendiaries when in contact with inflammable material.

They cannot cross water.

They are summoned from sources of considerable heat like a large fire, or lava.

Regardless of the Level of a Fire Elemental, only one of Fire Element type can be brought into existence during any single day.

Only magical weapons or attacks affect Elementals.

The Fire Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.

Once control is lost it can never be re-established.

Water Elemental (Level 8)

Defence Move in Inches (walk) Hit Dice
8 variable 8d6

Able to move only 60 feet from a body of liquid.

They move 180 feet per turn in water.

Move 60 feet per turn outside water.

Damage in water: 2d6 (water type)

Damage while out of water: 1d6 (water type)

Water Elementals can only be summoned from a pond, stream, or larger body of water.

Water Elemental in Naval Combat

Can prevent a ship from moving. This includes Large Galley, Small Galley, Longship, Large Merchant Ship, Small Merchant Ship, and Sailed Warship.

Can overturn small vessels. This includes Boat, and Raft.

Regardless of the Level of a Water Elemental, only one of Water Element type can be brought into existence during any single day.

Only magical weapons or attacks affect Elementals.

The Water Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.

Once control is lost it can never be re-established.

Water Elemental (Level 12)

Defence Move in Inches (walk) Hit Dice
8 variable 12d6

Able to move only 60 feet from a body of liquid.

They move 180 feet per turn in water.

Move 60 feet per turn outside water.

Damage in water: 2d6 (water type)

Damage while out of water: 1d6 (water type)

Water Elementals can only be summoned from a pond, stream, or larger body of water.

Water Elemental in Naval Combat

Can prevent a ship from moving. This includes Large Galley, Small Galley, Longship, Large Merchant Ship, Small Merchant Ship, and Sailed Warship.

Can overturn small vessels. This includes Boat, and Raft.

Regardless of the Level of a Water Elemental, only one of Water Element type can be brought into existence during any single day.

Only magical weapons or attacks affect Elementals.

The Water Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.

Once control is lost it can never be re-established.

Water Elemental (Level 16)

Defence Move in Inches (walk) Hit Dice
8 variable 16d6

Able to move only 60 feet from a body of liquid.

They move 180 feet per turn in water.

Move 60 feet per turn outside water.

Damage in water: 2d6 (water type)

Damage while out of water: 1d6 (water type)

Water Elementals can only be summoned from a pond, stream, or larger body of water.

Water Elemental in Naval Combat

Can prevent a ship from moving. This includes Large Galley, Small Galley, Longship, Large Merchant Ship, Small Merchant Ship, and Sailed Warship.

Can overturn small vessels. This includes Boat, and Raft.

Regardless of the Level of a Water Elemental, only one of Water Element type can be brought into existence during any single day.

Only magical weapons or attacks affect Elementals.

The Water Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.

Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.

Once control is lost it can never be re-established.

Djinn

Level: 8

Alignment: none

Defence Move in Inches (walk/fly) Hit Dice
5 9/24 7 d6 + 1

Can fly.

Damage: 2d6 - 1. (air type)

They can carry up to 6,000 Gold Pieces in weight.

They can create food which is nutritionally sound.

They can create drinkable beverages.

They can create soft goods and wooden objects.

They can create metallic items that last only a short time. The harder the metal the shorter its life. Gold they create lasts one day.

They can create illusions which will remain until dispelled by touch or magic. They do not need to concentrate to maintain the illusions.

They can create a whirlwind that is 10 foot diameter at the base, 20 feet diameter at the top, and 30 feet in height.

Turning into a whirlwind takes one turn as does turning back.

A whirlwind will sweep all creatures under two hit dice away. What does this actually do in game terms? Sweep away means destroy, or just move?

They are able to become invisible or assume gaseous form.

Efreet

Level: 10

Alignment: none

Defence Move in Inches (walk/fly) Hit Dice
7 9 /24 1 0 d6

They tend to be Chaotic.

They are enemies of the Djinn.

They can fly.

They can create food which is nutritionally sound.

They can create drinkable beverages.

They can create soft goods and wooden objects.

They can create metallic items that last only a short time. The harder the metal the shorter its life. Gold they create lasts one day.

They can create illusions which will remain until dispelled by touch or magic. They do not need to concentrate to maintain the illusions.

They can turn into a whirlwind 10 feet base diameter, 20 feet top diameter, and 30 feet in height.

Turning into a whirlwind takes one turn as does turning back.

A whirlwind will sweep all creatures under two hit dice away. What does this actually do in game terms?

They are able to become invisible or assume gaseous form.

Damage: 2d6 (fire type)

Can carry up to 10,000 Gold Pieces weight.

They can create a Wall of Fire as in the Mage’s spell.

They can become incendiaries.

They will serve for 1,001 days.

Ochre Jelly

Level: 5

Alignment: none

Defence Move in Inches Hit Dice
2 3 5 d6

A giant amoeba.

Can be killed by fire or cold.

Hits by weaponry or lightning bolts will make them into several smaller Ochre Jellies.

Destroys wood.

Causes 1d6 damage per turn it is in contact with exposed flesh.

It seeps through small cracks easily.

Black Pudding

Level: 10

Alignment: none

Defence Move in Inches Hit Dice
4 6 1 0 d6

Black Puddings are not affected by cold.

They are killed by fire.

They can move on surfaces of any angle, e.g: a ceiling.

They are split into smaller ones by chops or lightning bolts. How much smaller, and what are their stats? See Ocher Jelly for potentially the same rule.

They dissolve wood, and corrode metal at a reasonably fast rate. too vague

They do 3d6 damage to exposed flesh.

If an armoured character runs through a Black Pudding the Creature’s corrosive power will eat away the foot and leg protection of the armour so that it will fall-away next turn. What effect does this have in terms of game mechanics?

They can pass through fairly small openings.

Green Slime

Level: 2

Alignment: none

Defence Move in Inches Hit Dice
4 6 2 d6

Non-mobile.

Can be killed by fire or cold.

Not affected by lightning bolts or striking by weapons.

It eats away wood and metal.

Sticks to flesh and penetrates it in one turn, thereafter turning the flesh into Green Slime.

Green Slime is too sticky be scraped off.

A Cure Disease spell will kill and remove Green Slime.

Gray Ooze

Level: 3

Alignment: none

Defence Move in Inches Hit Dice
8 1 3 d6

Closely resembles wet stone.

Only affected by lightning bolts or cuts and chops by weaponry.

It is not affected by cold, or fire.

Corrodes metal at a reasonably fast rate. too vague

Damage: 2d6 to exposed flesh.

Yellow Mold

Level: none

Alignment: none

Only damaged by fire.

It attacks wood and flesh.

Damage if it contacts exposed skin: 1d6.

If rough contact is made with Yellow Mold roll 1 d100 If 50 or less scored then a Cloud of Spores is released, and teh Yellow Mold breaks.

Clouds of spores take up a 10 foot square area.

Any creatures within the spore cloud must Save vs Poison. A failed save is instant death.

CREATURES BELOW ARE INCOMPLETE

Insects and Small Animals

Alignment: Neutral

Wolves

Level: 1

Creature Type Number Appearing in Outdoor Encounters Defence Move in Inches Hit Dice % In Lair Type or Amount of Treasure
Wolves 2d8 2 ??? 1d6 Nil Nil

Centipedes, Snakes, Spiders

Level: 1? or 1/2?

Creature Type Number Appearing in Outdoor Encounters Defence Move in Inches Hit Dice % In Lair Type or Amount of Treasure
see above 6d6 2 ??? 1hp Nil Nil

Water Creatures

Alignment: Neutral

The following Creatures are only encountered in naval combat.

Dragon Turtle

Able to lift any ship upon their back if they rise under it.

Swims 9 inches per turn.

Can breathe steam in an area like that of the fire of a Red Dragon.

Their Hit Dice range from 11 to 13.

It is in all other respects like dragons, except it cannot fly.

Copy relevant Dragon rules to here

It moves at 3 inches per turn on land.

Giant Leeches

Level: 2

Found only in swamps.

Move at 6 inches per turn.

When they attack, if they hit a hit, rather than score damage they have attached themselves to their target.

When attached, their target loese one level every two turns.

They can only be detached by killing them.

Hit Points: 2d6 (2 hit dice)

Defence: 2

Crocodiles

Swim 15 inches per turn.

Move 9 inches per turn on land.

Less than 20 feet long.

Found in swamps and warm rivers with slow current.

If rammed by a ships they are killed. 50% of damaging the ramming vessel if it does not have a ram.

Defence: 5

Giant Crocodiles

Swim 15 inches per turn.

Move 9 inches per turn on land.

More than 20 feet long.

They can upset boats or rafts.

They are found in swamps and warm rivers with slow current.

Damage: 2d6

If rammed by a ships they are killed. 50% of damaging the ramming vessel if it does not have a ram.

Defence: 5

Giant Snakes

Level: 6

Move 20 inches per turn.

Found large lakes or seas.

Attack as do Purple Worms. Copy Purple worm attack details here

Hit points: 6d6.

Able to wrap themselves around Longship or smaller. A wrapped ship suffers 10% damage per turn.

Defence: 4

Giant Octopi

Level: 4

Found only in salt water.

Move at 9 inches per turn.

Once per day they can jet: * triple move * squirt out clouds of ink.

Hit points: 4d6

Has 8 attacks, one for each arm.

Defence: 3

Giant Squids

Level: 6

Found only in salt water.

Move at 12 inches per turn.

Once per day they can jet: * triple move * squirt out clouds of ink.

Hit points: 6d6

Has 8 attacks, one for each arm.

Squids attack like giant snakes, except that damage is double. copy details including purple worm

Has a shell over its stern which has Defence 7.

It’s front and arms have Defence 3.

Giant Crabs

Level: 3

Cannot swim.

Only encountered near beaches and on land.

Move 6 inches per turn.

Has 2 attacks, once for each pincer.

Hit points: 3d6

Defence: 8