Average hit points for a monster’s hit dice are listed in parentheses in the HD entry for each monster.

Basilisk
AC: 4 [15] HD: 6 (21 hp) Attacks: +6, Bite (2d6)
Move: 120 feet Morale: 9 Special: Petrifying gaze

Basilisks are great lizards whose gaze turns to stone anyone meeting its eyes. (Fighting without looking incurs a -4 penalty to hit.) If the basilisk’s own gaze is reflected back at it, it has a chance (6+ on a d6) to force the basilisk into a saving throw against being turned to stone itself.

Bear
AC: 7 [12] HD: 4+1 (15 hp) Attacks: +4, Claws (1d6)
Move: 90 feet Morale: 9 Special: Hug

If a bear hits with its claws, roll a d6; on a 4+ it hugs for an additional 1d6 hit points of damage.

Beastmen
Beastmen are corrupted half-human half-animals whose primary focus is survival through violence and deceit. Beastmen were bred created by chaos magic during the legendary Chaos Wars thousands of years ago. Beastmen come in all shapes, the most common are listed below. Beastmen groups have more powerful leaders who may appear in special groups or in the group’s home grounds:

Leader (+1 Hit Dice, +1 to attack and damage)
Sub-Chieftain (+2 Hit Dice, +2 to attack and damage, +1 morale)
Chieftain (+3 Hit Dice, +3 to attack and damage, +2 morale)
Shaman (+1 Hit Dice, cast spells as cleric of level equal to number of hit dice)
Warlock (+1 Hit Dice, cast spells as magic-user of level equal to number of hit dice)

Bearmen
AC: 6 [13] HD: 1+2 (6 hp) Attacks: +2, weapon (1d6+1)
Move: 120 feet Morale: 7 Special: Immune to Poison; Rage +2 damage but will fight to the death
Bearmen are always armed with Great Swords.

Birdmen
AC: 6 [13] HD: 2 (7 hp) Attacks: +2, claws (1d6-1)
Move: 120 feet Morale: 12 Special: Fight to the death
Degenerate birdmen are flightless.

Catmen
AC: 6 [13] HD: 2 (7 hp) Attacks: +2, claws (1d6-1)
Move: 120 feet Morale: 7 Special: Surprise 1-3 on a d6
Degenerate catmen like to play with their victims.

Crabmen
AC: 4 [15] HD: 3 (11 hp) Attacks: +3, claws (1d6-1)
Move: 60 feet Morale: 7 Special: Aquatic
Crabmen prefer to live in sea caves.

Fishmen
AC: 4 [15] HD: 2 (7 hp) Attacks: +2, weapon (1d6)
Move: 90 feet Morale: 7 Special: Aquatic; Entangle
Fishmen enjoy “fishing” for surface dwellers, using special weapons called Mancatchers that will entangle with a successful hit.

Frogmen
AC: 2 [17] HD: 1 (4 hp) Attacks: +1, weapon (1d6)
Move: 60 feet Morale: 7 Special: Leaping
Frogmen can leap twice their base move. When leaping into melee they get a +1 to hit and do an extra 1d6 damage.

Lizardmen
AC: 5 [14] HD: 2+1 (8 hp) Attacks: +2, Claws (1d6)
Move: 60 feet Morale: 10 Special: Aquatic
These reptilian humanoids dwell in marshland settlements.

Molemen
AC: 5 [14] HD: 2 (7 hp) Attacks: +2, weapon (1d6)
Move: 120 feet Morale: 7 Special: Blind
Molemen are blind but have extraordinary senses of smell and hearing and can sense others up to 40 feet.

Monkeymen
AC: 9 [10] HD: 1 (4 hp) Attacks: +1, weapon (1d6)
Move: 90 feet Morale: 12 Special: Climbing
Monkeymen attack in numbers to overwhelm their victims. They are gifted fighters, receiving an extra +1 on attacks. They fight to the death.

Ratmen
AC: 7 [12] HD: 1/2 (2 hp) Attacks: +1, weapon (1d3)
Move: 150 feet Morale: 7 Special: Entangle
Ratmen are small and live in barrows with narrow tunnels. They like to use nets to entangle their victims.

Salamandermen
AC: 5 [14] HD: 2+2 (9 hp) Attacks: +2, weapon (1d6)
Move: 120 feet Morale: 7 Special: Immune to fire
Once per turn, Salamandermen can breathe fire (as a Magic Missile spell).

Serpentmen
AC: 5 [14] HD: 3 (11 hp) Attacks: +3, weapon (1d6)
Move: 120 feet Morale: 7 Special: Poison
Humanoids with a hooded serpent for a head and neck. Their bite is poisonous.

Beetle, Giant Fire
AC: 4 [15] HD: 1+3 (7 hp) Attacks: +1, bite (2d6)
Move: 120 feet Morale: 7
These are large, aggressive beetles. Their thorax gland glows as a torch while alive and 1d6 days thereafter.

Centaur
AC: 5 [15] or 4 [16] w/shield HD: 4 (14 hp) Attacks: +4, kick (1d6) or weapon
Move: 180 feet Morale: 8
Half man, half horse, centaurs are fierce warriors and well known creatures of mythology.

Cockatrice
AC: 6 [13] HD: 5 (18 hp) Attacks: +5, Bite (1d6 + turn to stone)
Move: 60 feet Morale: 7 Special: Flight, Bite turns to stone
This nasty creature resembles a bat-winged rooster with a long, serpentine tail. Its bite turns enemies to stone unless the victim makes a successful saving throw.

Crocodile
AC: 4 [15] HD: 3 (11 hp) Attacks: +3, Bite (1d6)
Move: 30 feet Morale: 7 (10 in water) Special: Swim
Some normal crocodiles are man-eaters; all are dangerous and can conceal themselves well.

Demon Prince
AC: 0 [19] HD: 12 (42 hp) Attacks: +12, flaming sword (2d6)
Move: 180 feet Morale: 10 Special: Flight, Magic Resistant, Immune to Normal Weapons
A powerful winged infernal lord who seeks only suffering. Able to prepare and cast spells as a 5th level Magic-User.

Doppleganger
AC: 5 [14] HD: 4 (14 hp) Attacks: +4, Claw (1d6)
Move: 90 feet Morale: 8 Special: Mimics shape, immune to sleep and charm spells, +4 save vs magic.
A doppelganger is a cunning creature that can change its form to resemble the physical appearance (including clothing and gear) of any person.

Dragon
AC: 2 [17] HD: 9 (32 hp) Attacks: +9, bite or claw (2d6)
Move: 120 feet Morale: 9 Special: Flight, Breath weapon
Massive winged serpents who hoard gold and sow suffering. Dragons can attack twice per combat round, prepare and cast spells as a 3rd level Magic-User, and breathe fire as a Fireball spell once per day.

Dryad
AC: 9 [10] HD: 2 (7 hp) Attacks: +2, Dagger (1d6)
Move: 120 feet Morale: 6 Special: Charm Person
A beautiful female fey who dwells in trees. Targets suffer a -2 penalty to saves made to resist their Charm Person ability, which they can use once per day.

Gargoyle
AC: 5 [14] HD: 4+4 (18 hp) Attacks: +4, claws (2d6), bite (1d6), or horn (1d6)
Move: 90 feet Morale: 11 Special: Fight
Winged beings resembling the carven monstrosities that bedeck the walls of cathedrals and many subterranean dungeons. They are vicious predators.

Gelatinous Cube
AC: 8 [11] HD: 4 (14 hp) Attacks: +4, slam (1d6)
Move: 60 feet Morale: 12 Special: Paralysis
These semi-transparent blobs devour all they touch and are hard to see, surprising foes on 1-3 on 1d6. A successful attack paralyzes their foe for 6 turns.

Ghoul
AC: 6 [13] HD: 2 (7 hp) Attacks: +2, Claw (1d6+paralysis)
Move: 90 feet Morale: 9 Special: Undead, paralysis
Flesh eating undead whose claws paralyze targets for 3d6 turns unless a successful save is made.

Giant
AC: 3 [16] HD: 7 (25 hp) Attacks: +7, Club or boulder (2d6)
Move: 150 feet Morale: 11
Towering over fifteen feet high, these massive brutes swing great clubs or can hurl large boulders up to 240 ft.

Harpy
AC: 7 [12] HD: 3 (11 hp) Attacks: +3, Talons (1d6) or wpn (1d6)
Move: 60 feet Morale: 7 Special: Fight, Siren-song
Harpies have the upper body of a human female and the lower body and wings of a vulture. Their song is a charm that draws its victims to the harpy (saving throw applies).

Hell Hound
AC: 4 [15] HD: 5 (18 hp) Attacks: +5, bite (1d6+1)
Move: 180 feet Morale: 9 Special: Breath fire
Infernal dogs who can breathe fire once per day, filling a 10 feet radius, which inflicts 10 points of damage.

Humanoids (Goblin-kind)
Goblin-kind are corrupted elves whose primary focus is survival through violence and deceit. The various types of goblins were bred from elves by chaos magic during the legendary Chaos Wars thousands of years ago. Larger groups of goblin-kind have more powerful leaders who may appear in special groups or in the group’s home grounds:

Leader (+1 Hit Dice, +1 to attack and damage)
Sub-Chieftain (+2 Hit Dice, +2 to attack and damage, +1 morale)
Chieftain (+3 Hit Dice, +3 to attack and damage, +2 morale)
Shaman (+1 Hit Dice, cast spells as cleric of level equal to number of hit dice plus 1)
Warlock (+1 Hit Dice, cast spells as magic-user of level equal to number of hit dice plus 1)

Bugbear
AC: 5 [14] HD: 3+1 (12 hp) Attacks: +3, weapon (1d6)
Move: 90 feet Morale: 9 Special: Surprise opponents on 1-3 on 1d6.
Large and brutish goblinoids who delight in ambushing their foes.

Gnoll
AC: 5 [14] HD: 2 (7 hp) Attacks: +2, Bite (1d6)
Move: 90 feet Morale: 8
Large hyena-like humanoids who delight in bloodshed.

Goblin
AC: 7 [12] HD: 1-1 (3 hp) Attacks: +1, weapon (1d6)
Move: 90 feet Morale: 7 (5 in sunlight) Special: -1 to hit in bright light
Goblins are nasty little creatures who live in dark places and hate sunlight.

Hobgoblin
AC: 5 [14] HD: 1+1 (5 hp) Attacks: +1, weapon (1d6)
Move: 90 feet Morale: 8
A large and violent goblinoid creature unafraid of light.

Kobold
AC: 6 [13] HD: 1/2 (2 hp) Attacks: +1, small weapon (1d6-1)
Move: 60 feet Morale: 9
These tiny subterranean goblin-like creatures attack in packs.

Orc
AC: 6 [13] HD: 1 (4 hp) Attacks: +1, weapon (1d6)
Move: 120 feet Morale: 8
Brutish humanoids that gather in tribes to ravage civilizations. Orcish leaders are great brutes with additional HD, and magic-using shamans may also be found in the larger tribes. Orcish tribes hate each other and will fight savagely unless restrained by a powerful and feared leader.

Humans, Individuals
Few humans have classes like player characters, but they are still competent in their own background area. Some humans are even trained to fight and can do well in battle, especially in numbers.

Common Man
AC: 9 [10] HD: 1d2 (1 hp) Attacks: +0, improvised weapon (1d2)
Move: 90 feet Morale: 5
The common man or woman that you run into everywhere humans are found.

Specialist, Apprentice
AC: 9 [10] HD: 1d2 (1 hp) Attacks: +0, improvised weapon (1d2)
Move: 90 feet Morale: 5
A young person training in a background: competent in his specialty at least if not asked to do anything advanced.

Specialist, Journeyman
AC: 9 [10] HD: 1/2) (2 hp) Attacks: +1, improvised weapon (1d2)
Move: 90 feet Morale: 6
An adult trained in a profession or craft in which he is competent.

Specialist, Master
AC: 9 [10] HD: 1/2 (2 hp) Attacks: +!, improvised weapon (1d2)
Move: 60 feet Morale: 6
An adult trained in a profession or craft in which she is very competent and has many years of experience.

Militia Man
AC: 8 [11] HD: 1/2 (2hp) Attacks: +1, improvised weapon (1d2)
Move: 90 feet Morale: 7
A young person training in a background and active in the local militia.

Man-At-Arms, Green
AC: 7 [12] HD: 1 (4 hp) Attacks: +0, weapon (1d6)
Move: 120 feet Morale: 7
A warrior just beginning his training, competent but has not seen much action.

Man-At-Arms, Veteran
AC: 6 [13] HD: 1+1 (5 hp) Attacks: +1, weapon (1d6)
Move: 120 feet. Morale: 8
A warrior who is competent and has seen action.

Man-At-Arms, Sergeant
AC: 5 [14] HD: 1+2 (6 hp) Attacks: +1, weapon (1d6+1)
Move: 120 feet Morale: 8
An experienced warrior who is trained to lead a small group of warriors.

Man-At-Arms, Officer
AC: 4 [15] HD: 1+3 (7 hp) Attacks: +1, weapon (1d6+2)
Move: 120 feet Morale: 9
An experienced warrior who is trained to lead a company of warriors. Warriors in his company are +1 morale so long as he fights with them

Man-At-Arms, Captain
AC: 3 [16] HD: 1+4 (8 hp) Attacks: +1, weapon (1d6+2)
Move: 120 feet Morale: 10
An experienced warrior who is trained to lead a large group of warriors divided into multiple companies. Warriors under his direct leadership in battle are +2 morale.

Priest
AC: 7 [12] HD: 1+1 (5 hp) Attacks: +0, weapon (1d3)
Move: 90 feet Morale: 7
A priest in charge of a small church or shrine dedicated to a deity or pantheon. Those healing under his care recover hit points twice as fast. Knows 1d3 first level Cleric spells, which can only be cast once per week and only during a religious service.

Hedge Wizard
AC: 7 [12] HD: 1-1 (3 hp) Attacks: +0, weapon (1d3)
Move: 90 feet Morale: 7
A hedge wizard can cast spells but only as rituals. Knows 1d6 hedge magic rituals (use magic-user spell list). Casting one takes a ritual taking twice the ritual’s level in hours and needing ritual components worth the ritual level squared times 20gp. Performing a ritual exhausts the Hedge Wizard and she cannot perform another ritual for 1d3-1 days (minimum 6 hours).

Humans, Cultists
Members of strange, often chaotic cults centered on a minor entity (demigod, demon, etc.) from another plane. The entity grants powers in exchange for service, sacrifices, and/or worship. Cultists often take have some sort of aberrant appearance hinting at the entity they serve. The power level and usefulness of strange cult powers and cult magic items vary with the power of the cult focus entity and in some cases the size of the cult. Cult magic items only work properly for members of the cult. Cult priests can cast spells and their spell cast come from either the Cleric or Magic-User spell list (or both) as determined by the cult’s patron entity.

Cultist
AC: 9 [10] HD: 1/2 (2 hp) Attacks: +0, improvised weapon (1d2)
Move: 90 feet Morale: 8 Special: Cult powers
Competent in background, 6+ on D6 chance of 1 strange cult power beyond the normal rules usable 1d4 times per day.

Cultist, Guard
AC: 7 [12] HD: 1+2 (6 hp) Attacks: +1, weapon (1d6)
Move: 120 feet Morale: 9 Special: Cult powers
Trained in combat. 5+ on d6 chance of 1 strange cult power beyond the normal rules usable 1d4 times per day.

Cultist, Guard Sergeant
AC: 5 [14] HD: 1+3 (7 hp) Attacks: +2, weapon (1d6+1)
Move 120 feet Morale: 9 Special: Cult powers

Trained in combat. 1d2 strange cult powers beyond the normal rules each usable once per day. 4+ on d6 chance of 1 cult magic item.

Cultist, Guard Leader
AC: 3 [16] HD: 1+4 (8 hp) Attacks: +2, weapon (1d6)
Move: 120 feet. Morale: 10 Special: Cult powers
Trained in Combat. Cult members under his direct leadership in battle are +2 morale. 1d2 strange cult powers beyond the normal rules each usable once per day, 1d2 cult magic items.

Cultist, Lesser Priest
AC: 7 [12] HD: 1+2 (6 hp) Attacks: +1, weapon (1d6)
Move: 90 feet Morale: 9 Special: Spellcasting, Cult powers
Knows 1d2 first level spells. Has 1d3 strange cult powers beyond the normal rules.

Cultist, Priest
AC: 4 [15] HD: 2+2 (9 hp) Attacks: +2, weapon (1d6)
Move: 120 feet. Morale: 10 Special: Spellcasting, Cult powers
Knows 1d3 first level spells and 1d2 second level spells. Has 1d3+1 strange cult powers beyond the normal rules and 1d2 cult magic items.

Cultist, High Priest
AC: 2 [17] HD: 4 (14 hp) Attacks: +4, weapon (1d6)
Move: 150 feet Morale: 11 Special: Spellcasting, Cult powers
Knows 1d2+2 first level spells, 1d2+1 second level spells, and 1d2 third level spells. Has 1d3+2 strange cult powers beyond the normal rules and 1d2+2 cult magic items.

Manticore
AC: 4 [15] HD: 6+1 (21 hp) Attacks: +6, bite (1d6) or tail spikes
Move: 120 feet Morale: 9 Special: Flight
These strange creatures have the face of a man, the body of a lion, and a spike tipped tail. They can hurl up to six spikes per day as a single attack. Each spike inflicts1d6 damage if the spikes hit.

Medusa
AC: 8 [11] HD: 6 (20 hp) Attacks: +6, poisonous snakes
Move: 90 feet Morale: 8 Special: Petrifying gaze, poison
Medusas are intelligent, horrid creatures with a female upper body and face but hair of writhing poisonous snakes; they have no legs, but the body of a serpent. Their gaze turns to stone anyone meeting its eyes (fighting without looking incurs a -4 penalty to hit). If a medusa’s own gaze is reflected back at it, roll a d6. On a 5+ the basilisk must make a saving throw against being turned to stone itself. Their snake hair will attempt to bite anyone within close range (save or collapse in agonizing pain for 1d6 rounds, then save or die).

Minotaur
AC: 6 [13] HD: 6+4 (24 hp) Attacks: +6, Head butt (2d6), bite (1d6), or weapon
Move: 120 feet Morale: 11 Special: Never get lost in labyrinths
A minotaur is a man-eating predator, with the head of a bull and the body of a massive human, covered in shaggy hair. Most are not particularly intelligent.

Mummy
AC: 3 [16] HD: 6+4 (24 hp) Attacks: +6, Fist (2d6)
Move: 60 feet Morale: 12 Special: Rot, Undead, Immune to Normal Weapons
Mummies cannot be hit by normal weapons, and even magical weapons cause only half damage. In addition to normal damage, their touch also inflicts a rotting disease (save to avoid) which prevents magical healing and causes wounds to heal at one-third of the normal rate (1 hit point per three days). A Cure Condition spell is needed to cure this rotting disease.

Ogre
AC: 5 [14] HD: 4+1 (15 hp) Attacks: +4, large weapon (1d6+2)
Move: 90 feet Morale: 10
Large and stupid giant-kin who love gold and eating villagers.

Owlbear
AC: 4 [15] HD: 5 (18 hp) Attacks: +5, claws(1d6) or hug
Move: 120 feet Morale: 9
Owlbears have the body of a bear with the head of an owl. They attack with two claws each round and if both attacks hit they can automatically inflict 2d6 damage the following round via a vicious bear hug.

Pegasus
AC: 6 [13] HD: 2+2 (9 hp) Attacks: +2, Hooves (1d6)
Move: 240 feet Morale: 8 Special: Flight
A pegasus is a winged horse. If captured young, they can be trained to allow a rider.

Piercer
AC: 3 [16] HD: 1 (4 hp) Attacks: +1, drop/pierce (1d6)
Move: 10 feet Morale: 6 Special: Drop from ceiling
Piercers resemble stalactites, and drop from cavern ceilings to pierce their victims. After falling (and feeding), they crawl slowly back to the ceiling in order to attack again.

Rat, Giant
AC: 7 [12] HD: 1-1 (3 hp) Attacks: +1, bite (1d6-1)
Move: 120 feet Morale: 8
Aggressive rats about the size of a small dog.

Rust Monster
AC: 6 [13] HD: 3 (11 hp) Attacks: +3, Antennae
Move: 150 feet Morale: 7 Special: Destroy Metal
These large armadillo like monsters inflict no damage, but if their attack is successful, they automatically destroy a single metal weapon, shield, or armor worn by the target.

Shadow
AC: 7 [12] HD: 2+2 (9 hp) Attacks: +2, Touch
Move: 120 feet Morale: 12 Special: Ability Drain, Undead, Immune to Normal Weapons
Identical to their namesake. Those touched by a Shadow must make a Save or permanently lose 1 point of Strength. Shadows surprise their foes on 1-5 on 1d6.

Skeleton
AC: 8 [11] HD: 1 (4 hp) Attacks: +1, weapon (1d6)
Move: 120 feet Morale: 12 Special: Undead
Bones of the dead, animated by vile necromancy.

Spider, Giant
AC: 6[13] HD: 2+2 (9 hp) Attacks: +2, bite (1d6)
Move: 180 feet Morale: 8 Special: Web once per day as per spell, Hide in Shadows
Large carnivorous spiders who spin traps that function like the Web spell. They are stealthy and can successfully hide in shadows like a thief with a 2+ on a D6.

Stirge
AC: 7 [12] HD: 1+1 (5 hp) Attacks: +1, “Sting” (1d6 + blood drain)
Move: 30 feet Morale: 9 Special: Drain blood 1d6/round
Resembling small, feathered, winged anteaters, stirges have a proboscis, which they jab into their prey to drain blood. After a stirge’s first hit, it drains blood automatically at a rate of 1d6 hit points per round until killed for forcibly removed from its victim.

Troll
AC: 4 [15] HD: 6+3 (24 hp) Attacks: +6, claw (1d6)
Move: 120 feet Morale: 10 Special: Regeneration
Trolls are large, lanky monsters who can only be permanently slain by fire or acid. They heal 3 hit points every round, even when reduced below 0.

Werewolf
AC: 5 [14] HD: 5 (18 hp) Attacks: +5, bite (1d6+2)
Move: 120 feet Morale: 8 Special: Regenerate
These legendary monsters are able to transform into a wolf-man hybrid under the full moon. They regenerate 3 hit points per round even if reduced to 0 hit points, unless damaged with silver or magical weapons. Anyone attacked and brought below 50% hit points by a werewolf will become a werewolf himself at the next full moon.

Wight
AC: 5 [14] HD: 3 (11 hp) Attacks: +3, Claw (1d6-1)
Move: 90 feet Morale: 12 Special: Undead, Immune to Normal Weapons, Statistic Drain
Corpses haunting tombs and barrows, anyone damaged by their claws must make a save or permanently penalize their Save value by 1 point. Can only be hit by silver or magic weapons.

Worg
AC: 4 [15] HD: 4 (14 hp) Attacks: +4, bite (1d6+1)
Move: 180 feet Morale: 8
Large, cunning wolves corrupted by evil and capable of speech.

Wraith
AC: 3 [16] HD: 4 (14 hp) Attacks: +3, Claw (1d6)
Move: 180 feet Morale: 12 Special: Undead, Immune to Normal Weapons, Statistic Drain
More powerful versions of wights, anyone damaged by their claws must make a save or permanently penalize their Constitution value by 1 point. Can only be hit by silver or magic weapons. Arrows are particularly ineffective, even magical and silver arrows inflict only one hit point of damage. Outdoors, Wraith are often riding on mounts trained to tolerate them.

Wyvern
AC3 [16] HD: 8 (28 hp) Attacks: +8 sting (1d6)
Move: 60 feet Morale: 9 Special: Flight, Poison
Two-legged winged reptiles distantly related to dragons. A wyvern has a barbed tail that injects a deadly poison. Save or die if hit.

Zombie
AC: 8 [11] HD: 2 (11 hp) Attacks: +2, slam (1d6)
Move: 60 feet Morale: 12 Special: UndeadNearly mindless shambling corpses who crave the blood and brains of the living.