Basic Fantasy Field Guide r34
Basic Fantasy Field Guide r34
Basic Fantasy Field Guide r34
Credits
Contributors: Ray “maddog” Allen, Ola Berg, James D. Jarvis, Chris Gonnerman, R. Kevin Smoot,
Omer Golan-Joel, Steveman, MtBlack, Maliki, Bill Beatty, Sidney Parham, J.D.Neal,
Ray Schmidt, Dan Buterbaugh, Dave Gerard, Stuart Marshall, Brandon "jackel" Baker,
Ross Williams, Rachel Ghoul, and Jered Taikith
Artwork: Steveman, Jay042, Cory "Shonuff" Gelnett, Andrew Hartmann, SmokestackJones,
Stephen Trenkamp, Natalie Schoonover, Martín Serena, Alexander Cook, John Fredericks,
Luigi Castellani, Erik Wilson, and Stephen Bennett
Proofing: Beren Belagund, J. D. Neal, mwest, jonathon, and Martin Serena
Basic Fantasy Field Guide Volume 1 Introduction
INTRODUCTION
Need a few new monsters? You've come to the right place! In addition, a distance may appear in parentheses after a
What you are reading is the first monster supplement for movement figure; this is the creature's turning distance (see
the Basic Fantasy Role-Playing Game. If you aren't Part 5: The Encounter in the Core Rules). If a turning
familiar with the Basic Fantasy RPG, please visit our distance is not listed, assume 5'.
website at basicfantasy.org and download a copy of the
Attacks: The number (and sometimes type or types) of
rules.
attacks the monster can perform. For example, Grimlocks
Monsters in this work are presented in the same format as may attack once with a weapon, so they are marked 1
in the core rules. Below is the explanatory text from that battleaxe. Chasenets are marked 1 spines/1 bite as they
work: can attack with both spines and also bite in one round.
Terms Used In This Work Damage: The damage caused by successful attacks by the
monster. Generally this will be defined in terms of one or
Name: The first thing given for each monster is its name more die rolls.
(the most common name, if the monster is known by
more than one). If an asterisk appears after the monster's No. Appearing: This is given in terms of one or more die
name, it indicates that the monster can only be hit by rolls. Monsters that only appear underground and have no
special weapons (such as silver or magical weapons, or lairs will have a single die roll; those that have lairs and/or
creatures affected only by fire, etc.) which makes the those that can be found in the wilderness will be noted
monster harder to defeat. appropriately. For example, a monster noted as “1d6,
Wild 2d6, Lair 3d6” is encountered in groups of 1d6
Armor Class: This line gives the creature’s AC for normal individuals in a dungeon setting, 2d6 individuals in the
combat. If the monster customarily wears armor, the first wilderness, or 3d6 individuals in a lair.
listed AC value is with that armor, and the second, in
parentheses, is unarmored. Some monsters are only able Note that number appearing applies to combatants. Non-
to be hit (damaged) by silver or magical weapons; these combatant monsters (juveniles, and sometimes females)
are indicated either in words or with a dagger †; some do not count in this number. The text of the monster
monsters may only be hit with magical weapons, indicated description should explain this in detail where it matters,
by a double dagger ‡. but the Game Master is always the final arbiter.
Hit Dice: This line gives the creature’s number of hit dice, Save As: The character class and level the monster uses
and lists any bonus hit points. Monsters always roll eight for saving throws. Most monsters save as Fighters of a
sided dice (d8) for hit points, unless otherwise noted. So a level equal to their hit dice.
creature with 3+2 hit dice rolls 3d8 and adds 2 points to
Morale: The number that must be rolled equal to or less
the total.
than on 2d6 for the monster to pass a Morale Check.
One or more asterisks (*) may appear after the hit dice Monsters having a Morale of 12 never fail morale checks,
figure; where present, they indicate a Special Ability Bonus and fight until destroyed or have no enemies left.
to experience points (XP) awarded for the monster. See
Treasure Type: This line reflects how much wealth the
Character Advancement in the Adventure section of the
creature owns. See the Treasure section of the Core Rules
Core Rules for more details.
for more details. In most cases, a creature keeps valuables
If the monster's Attack Bonus is different than its number in its home or lair and has no treasure with it when it
of Hit Dice, for convenience the Attack Bonus will be listed travels. Intelligent creatures that own useful, portable
in parentheses after the Hit Dice figure. treasure (such as magic items) tend to carry and use these,
leaving bulky items at home.
Movement: This line gives the monster's movement rate,
or rates for those monsters able to move in more than one XP: The number of experience points awarded for
fashion. For example, Goblins have a normal walking defeating this monster. In some cases, the figure will vary;
movement of 20', and this is all that is listed for them. for instance, Dragons of different age categories will have
Mermaids can only move about in the water, and so their different XP values. Review the Experience Points awards
movement is given as Swim 40'. Pegasi can both walk table in the Adventure section of the Core Rules to
and fly, so their movement is listed as 80' Fly 160'. calculate the correct figure in these cases.
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Monsters Basic Fantasy Field Guide Volume 1
MONSTERS
Aboleth (and Skum) also broken if the aboleth dies or is separated from its slave
by more than a mile.
Aboleth Skum
Armor Class: 16 13 The slime an aboleth secretes allows a living creature
Hit Dice: 8** 2* (generally its slaves) to breathe underwater for the next 3
No. of Attacks: 4 tentacles 1 bite / 2 claws, hours, but for the same duration the affected creature can
or 1 weapon no longer breathe air; such a creature suffocates in 2d6
minutes if removed from water. Continuous and repeated
Damage: 1d6 tentacles 2d6 bite / 1d4 claws,
or by weapon exposure to the slime slowly transforms the creature into a
skum. The transformation takes about a month, and once
Movement: 10' Swim 60' 20' Swim 40'
complete the creature is forever a slave to the aboleth.
No. Appearing: 1, Lair 1d3+1 1d4+1, Wild 1d4+1,
Lair 1d10+5 Skum are hapless humanoid creatures transformed by
Save As: Magic-User: 8 Fighter: 2 aboleths as their servants. A skum resembles a horrific
Morale: 9 8 or 12 combination of fish and humanoid. It has a slimy, scaly
Treasure Type: H B skin and a finned tail used for swimming. A skum attacks
XP: 1015 100 with its teeth and razor-sharp claws, or with any weapon
provided by its master. Skum have darkvision with a
The Aboleth are an ancient race of fish-like amphibians, range of 60'. They have the same breathing capabilities
usually found lurking in subterranean waters. One (and limitations) described above.
resembles a huge, slimy fish, with three large eyes and four
In the presence of its aboleth master, a skum becomes
long, sticky tentacles arranged around its mouth. An
totally fearless, having a Morale of 12. If the aboleth
aboleth secretes an oily, foul-smelling slime, polluting the
master dies its skum enter a frenzied rage, attacking any
water where the creature lurks.
creature in sight and seeking additional victims when those
A blow from an aboleth’s tentacle deals 1d6 points of nearby have been vanquished.
damage. Any living creature hit by a tentacle must save
vs. Paralysis or begin to transform over the next 1d4+1
turns. The skin gradually becomes a translucent, slimy
membrane. An afflicted creature must remain moistened
with fresh water or suffer 1d12 points of damage every
turn. A cure disease or remove curse spell cast before the
transformation is complete will restore an afflicted creature
to normal. After the transformation is complete, only a
heal spell can reverse it.
An aboleth can cast ventriloquism, phantasmal force
and hallucinatory terrain at will, as long as these illusions
appear within a range of 60 feet of the creature.
Up to three times per day,
an aboleth can attempt to
enslave any one living
creature within 30 feet.
The target must save vs.
Spells or be utterly
dominated by the aboleth's
mental power. An
enslaved creature will obey
the telepathic commands of
the aboleth. Such a
creature can attempt a new
save vs. Spells every 24
hours to break free, or can
be freed by a remove
curse spell. The control is
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Basic Fantasy Field Guide Volume 1 Monsters
Allip Ankheg
Armor Class: 15 Armor Class: 18
Hit Dice: 6** Hit Dice: 5*
No. of Attacks: 1 touch + special No. of Attacks: 1 bite + hold or 1 acid spit
Damage: energy drain (1 level) Damage: 2d6 bite + 2d6 per round or 5d6 (special)
Movement: Fly 30' Movement: 30' Burrow 20'
No. Appearing: 1d4, Lair 1d6 No. Appearing: 2d8, Wild 2d8, Lair 1
Save As: Fighter: 6 Save As: Fighter: 5
Morale: 12 Morale: 7
Treasure Type: None Treasure Type: None
XP: 610 XP: 405
An Allip is the spectral remains of someone driven to An Ankheg is a burrowing insect-like monster with six legs
suicide by a madness that afflicted it in life. An allip is not and a nasty disposition. It is about 10 feet long and
entirely mindless, but it is quite insane. weighs about 800 pounds. An ankheg usually lies 5 to 10
feet below the surface, until its antennae detect the
The insane babbling of an allip causes all creatures within approach of prey; it then burrows up to attack, surprising
60 feet to save vs. Paralysis or stop and stare blankly, on a roll of 1-3 on 1d6. Clusters of ankhegs may share
unable to move, attack, or defend. Anyone who saves the same territory but do not cooperate; in particular, this
successfully will be unaffected by the allip's babble for 24 means that morale should be checked for each individual
hours. An allip's touch does no direct physical damage, separately..
but instead drains one energy level; further, the allip
regenerates 1d6 hit points for each level drained. If an ankheg hits with its bite attack, it will grab its prey and
retreat down its tunnel, dragging the victim with it. The
As with all undead, an allip can be Turned by a Cleric (as individual automatically takes bite damage each round,
a mummy), and are immune to sleep, charm or hold and may only attempt to break the hold as if doing an
spells. Anyone using mind-reading magic against one will 'open doors' attempt (1 on d6, adding Strength bonus to
suffer energy drain just as if touched. An allip is insanely range). Larger-than-man-sized opponents cannot be
fearless and always fights until destroyed. dragged underground, but the ankheg will still hold on to
the victim and do damage every round as above.
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Monsters Basic Fantasy Field Guide Volume 1
In desperation, an ankheg can spit line of acid; one will use Anubian
this attack upon failing a morale check, and will then flee
on the next round if any opponents are still standing. This Armor Class: 14 (11)
attack affects all opponents within a 30' long, 5' wide path, Hit Dice: 1+1
doing 5d6 points of damage; a successful saving throw vs. No. of Attacks: 1 punch or 1 weapon
Dragon Breath will reduce this damage by half. An Damage: 1d4 punch or by weapon
ankheg can use this attack at most once every six hours. Movement: 40' unencumbered, usually 30'
No. Appearing: 1d6, Wild 2d4, Lair 4d8
Ant Lion, Giant Save As: Fighter: 1
Armor Class: 16 Morale: 8
Hit Dice: 4 Treasure Type: Q, R each; D, K in lair
No. of Attacks: 1 bite XP: 25
Damage: 1d10 bite
Anubians are a noble race of desert dwelling humanoids
Movement: 40'
with heads which resemble jackals. They are usually very
No. Appearing: 1d4, Wild 1d6, Lair 2d6 distrustful of outsiders, but not normally hostile. They will,
Save As: Fighter: 4 however, defend the scarce resources found within desert
Morale: 8 oasis refuges or lush river valleys. An anubian speaks its
Treasure Type: None own language and writes using a complex system of
XP: 240 hieroglyphs; few speak Common.
The Giant Ant Lion is a gigantic predatory beetle about The statistics given are for standard warriors; one might
the size of a cow. It builds a network of underground also encounter additional civilian types who have 1-1 HD,
tunnels with multiple trapdoors which are about nine feet AC 13, and a morale of 7. In addition, for every eight
in diameter above the tunnels. The trap doors are difficult typical warriors, there is a leader type having 3+3 HD (145
to locate (normal trap detection rules), as they are XP) who grants a +1 morale bonus to those it commands.
camouflaged to look like the surrounding materials. When Anubians are fervently religious, and in addition to the
a victim reaches the center, the ground gives way, swirling leader types above, one will also find a priest with the
downward like water down a drain and dragging the victim abilities of a 3rd level Cleric for every leader type. When
below. The depth of the drop is generally ten to twenty applicable, use hit dice appropriate for their class (for
feet, and normal falling damage is inflicted. Then, of instance, anubian priests use d6 for hit dice).
course, the monster will attack its prey.
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Basic Fantasy Field Guide Volume 1 Monsters
Bonobos are closely related to common chimpanzees, but Though short, a Chimpanzee can weigh as much as an
they are much rarer. A bonobo is a less aggressive and adult human, but will be much stronger. While they are
more social member of the ape family. generally herbivorous, they will eat fresh meat when it's
available, even hunting and killing small animals.
Ape, Carnivorous Snow Individuals are rarely aggressive, but they become bolder
in groups; dominant older male chimps can be quite
Armor Class: 15 violent.
Hit Dice: 6
No. of Attacks: 2 claws Ape, Gigantopithecus
Damage: 1d6 claw
Armor Class: 16
Movement: 40'
Hit Dice: 7
No. Appearing: 2d6
No. of Attacks: 2 claws / 1 bite
Save As: Fighter: 6
Damage: 1d8 claw, 1d8 bite
Morale: 8
Movement: 40'
Treasure Type: None
No. Appearing: 1d6, Wild 2d4, Lair 2d4
XP: 500
Save As: Fighter: 7
Carnivorous Snow Apes are a larger variety of Morale: 8
carnivorous ape with shaggy snow-white fur. They have Treasure Type: None
long fangs for killing and tearing flesh. Frost giants often XP: 670
breed snow apes and keep them as pets.
Gigantopithecus are prehistoric gorillas, huge and
A carnivorous snow ape is difficult to see in ice or snow, powerful. It is a vegetarian like their lesser kin, but can be
and thus surprises on 1-4 on 1d6 in such conditions. as vicious as the carnivorous varieties if provoked.
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Monsters Basic Fantasy Field Guide Volume 1
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Basic Fantasy Field Guide Volume 1 Monsters
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Monsters Basic Fantasy Field Guide Volume 1
Armorollo
Armor Class: 15
Hit Dice: 1
No. of Attacks: 1 claw
Damage: 1d4 claw
Movement: 60'
No. Appearing: 1d4+3, Wild 1d10+3
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 25
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Basic Fantasy Field Guide Volume 1 Monsters
Banshee* Anyone who meets the gaze of a barghest will feel the heat
of the monster's stare; such characters must save vs.
Armor Class: 19 ‡ Paralysis or be paralyzed in terror for 1d6+1 turns (or until
Hit Dice: 7** the barghest is slain). A character is deemed to have met
No. of Attacks: 1 touch the gaze of the barghest if he or she faces it in combat, or if
Damage: Special the character is surprised by the monster. Fighting a
Movement: 60' barghest with gaze averted results in a penalty of -4 on all
No. Appearing: 1 attack rolls. Those who succeed at the saving throw are
immune to the monster's gaze for the remainder of the
Save As: Fighter: 7
combat (at least one full turn at the minimum).
Morale: 8
Treasure Type: E Although it is not undead, a barghest is inherently unholy
XP: 800 and can be Turned by Clerics (as a wight). They can only
be harmed by silver or magical weapons.
Banshees are to the fey what ghosts, wraiths, and spectres
are to humans. It usually resembles a colorless, ash-white A barghest generally speaks Common as well as the
elf in ragged clothing and chains. It understands whatever languages of infernals, goblins, hobgoblins, and bugbears,
languages it spoke in life, but rarely speaks, instead and can communicate with wolves. One can sometimes
sobbing uncontrollably. Once per day, the banshee's be found ruling over goblins or hobgoblins, but most
endless weeping reaches a hideous crescendo, and commonly a barghest haunts a lonely stretch of road,
anyone within a 50-foot radius who hears it must save vs. preying on travelers.
Death Ray or die in 2d6 rounds; those who fail their saving
throw may be saved by application of a remove curse Bat, Giant Flying Fox
spell. The touch of a banshee does no damage, but it Armor Class: 14
drains 1d4 levels. Because it is incorporeal, a banshee can
Hit Dice: 3
only be hit by magic weapons.
No. of Attacks: 1 bite
A banshee is undead, and thus immune to sleep, charm, Damage: 1d6 bite
and hold spells. It it can be Turned by a Cleric, as a Movement: 10' Fly 60' (10')
vampire. One can walk on water, but if it crosses running No. Appearing: 1d10, Wild 2d20
water it loses the ability to drain energy or to wail for 2d12 Save As: Fighter: 3
days.
Morale: 9
Treasure Type: None
Barghest*
XP: 145
Armor Class: 16 †
Hit Dice: 6+3* Giant Flying Foxes are a special variety of giant bats. It is
No. of Attacks: 2 claws (humanoid) or 1 bite (dog) similar in appearance to some jungle fruit bats, only much
larger and carnivorous. It has typical bat senses, having a
Damage: 1d6 claw (humanoid) or 2d4 bite (dog)
natural sonar that grants it Darkvision to a range of 90 feet.
Movement: 40' (humanoid) or 60' (dog)
No. Appearing: 1d6, Wild 1d8 A giant flying fox has a wingspan over 15 feet and weighs
Save As: Fighter: 6 over 200 pounds. Its bite may carry disease, much like a
Morale: 10 giant rat's bite. Any bite has a 5% chance of causing a
disease. A character who suffers one or more bites where
Treasure Type: D
the die roll indicates disease will sicken in 3d6 hours. The
XP: 555
infected character will lose one point of Constitution per
A Barghest is an evil shape-changing fiend that hungers hour; after losing each point, the character is allowed a
for the souls of mortals. A barghest may appear as a huge save vs. Death Ray (adjusted by the current Constitution
demonic black dog, or in a humanoid form nearly seven bonus or penalty) to break the fever and end the disease.
feet tall, resembling a wingless gargoyle. Any character reduced to zero Constitution is dead (see
Constitution point losses in the Encounter section of the
A barghest never uses weapons, even in its humanoid Core Rules for details on regaining lost Constitution).
form, preferring to feel the blood of its enemies run down
its claws. It is tenacious; if a barghest fails its morale check
and flees, it will return in 1d6 turns to attack again.
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Monsters Basic Fantasy Field Guide Volume 1
Behir each must cut their own way out. A behir can breathe
forth a bolt of lightning once every 10 rounds, dealing 7d6
Armor Class: 20 points of damage to all in its path (20 ft. long x 5 ft. wide).
Hit Dice: 13** (AB +10) Those struck may save vs. Dragon Breath for half damage.
No. of Attacks: 1 bite, constriction + 6 claws, or breath
Damage: 2d10 bite, 1d8 constrict, 1d4 claws, or Bisren
breath
Armor Class: 15 (11)
Movement: 40'
Hit Dice: 1+2
No. Appearing: 1d2
No. of Attacks: 1 gore, charge, or by weapon
Save As: Fighter: 13
Damage: 1d6 gore, charge, or by weapon
Morale: 9
Movement: 40' (subject to encumbrance)
Treasure Type: L
No. Appearing: 1d8, Wild 5d8, Lair 5d8
XP: 2,395
Save As: Fighter: 1
The Behir is a serpentine monster that can slither like a Morale: 9
snake or use its dozen legs to move with considerable Treasure Type: D
speed. A behir is around 40 feet long and weighs about XP: 25
4,000 pounds. The coloration of a behir ranges from
ultramarine to deep blue with bands of gray-brown. A The Bisren are descendants of the great minotaurs. It
behirs often knows the common language of the region. appears as a bovine-headed humanoid about 7 to 8 feet
tall. While a normal minotaur has both distinct humanoid
A behir will bite its foe and then coil around it. On and bull features, a bisren is uniformly hybridized with
following rounds, the behir causes 1d8 points of complete coat coverage, hooves, and a tail. It is normally a
constriction damage and rakes at the victim with 6 of its peaceful nomad. A bisren speaks its own language and
claws for 1d4 points of damage each. Alternatively, a behir most can speak Common as well.
can swallow whole a small or medium-sized creature that it
has bitten. The swallowed creature takes 1d8 points of A bisren can gore for 1d6 points of damage with its horns
damage each round. The swallowed creature may attempt or use weapons. It often charges into battle with a gore
to cut its way out using a small edged weapon such as a attack (+2 to hit with double damage, following all normal
dagger to deal 20 points of damage to the behir's insides charging rules) and then switches to weaponry for the
(AC 15). The behir may swallow multiple creatures and remainder of the fight. It must choose whether to attack
with weapons or to gore; it cannot do both in a single
round. A bisren has a +1 bonus on feats of strength such
as opening doors due to its great mass.
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Basic Fantasy Field Guide Volume 1 Monsters
Blade Spirit* Upon the defeat of a blade spirit, the animated body falls
apart and the possessed sword goes dormant for 1d10
Common Greater days. A remove curse spell cast on the weapon during this
Armor Class: 17 ‡ 19 ‡ time will drive the spirit out of the weapon permanently;
Hit Dice: 9 (AB +8) 12 (AB +10) otherwise the spirit will begin reassembling a body.
No. of Attacks: 3/2 (see below) 2 weapons
A common blade spirit may make 3 weapon attacks every
Damage: By weapon +4 By weapon +6
two rounds; this means one attack on every odd-
Movement: 30' 30' numbered round, and two on every even-numbered
No. Appearing: 1 1 round.
Save As: Fighter: 9 Fighter: 12
Morale: 9 10 A Greater Blade Spirit is simply a more powerful spirit
Treasure Type: Special Special pursuing even greater ambitions. It deals more damage
(+6 damage) and has magical weapons determined by the
XP: 1075 1875
Game Master. They can be Turned by a Cleric (as a
Blade Spirits are restless souls of warriors fallen on the vampire), and the dispel evil spell is required to
battlefield. The body of a blade spirit appears as a rotting permanently destroy the spirit.
or desiccated form or sometimes seems to be assembled
from various corpses, always carrying a distinctive melee Bog Crone
weapon. The weapon itself is possessed with the undead Armor Class: 15
spirit, which animates the form in order to continue its
Hit Dice: 5+2**
battles.
No. of Attacks: 2 claws
A blade spirit deals damage according to its weapon type Damage: 1d4+2 claw
with +4 added to the damage. Like most undead, a blade Movement: 30' Swim 40'
spirit is immune to poison, charm and hold spells. It may No. Appearing: 1
be Turned by a Cleric (as a wraith), but not destroyed
Save As: Fighter: 5
permanently except as described below. A blade spirit can
Morale: 10
only be harmed by magical weapons.
Treasure Type: C; E, N in lair
XP: 450
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Monsters Basic Fantasy Field Guide Volume 1
race they are cunning and cruel, preferring trickery over Boglin
direct combat. A bog crone is a master potion maker, and
its huts and caves are usually festooned with potions of all Armor Class: 11
varieties. As its name suggests, a bog crone prefers to live Hit Dice: 1* to 5*
in swampy, overgrown environs. It is also aquatic and can No. of Attacks: 1 weapon or spell
breathe underwater. It speaks Common and Elvish. Damage: 1d6 or by weapon, or per spell
Movement: 30'
A bog crone uses the terrain of its marshy homes to its
advantage. It is capable of moving in near-complete No. Appearing: 1d4 (see below)
silence while in swampy terrain, surprising opponents on Save As: Magic-User: 2 to 10 (see below)
1-4 on 1d6. A favored tactic of a bog crone is to surprise a Morale: 8
single opponent and drag them away into a deep pool of Treasure Type: R
water, where it then drowns the individual. A bog crone XP: 1 HD 37; 2 HD 100; 3 HD 175
exudes an aura of unwholesomeness. Near its lair animals 4 HD 280; 5 HD 405
grow sick and die, plants wither, and water turns foul. This
aura of evil even effects magic; any healing spell cast upon Occasionally a goblin is born different, developing a bluish
a target that is standing within 30 feet of the crone only tint to its skin during its childhood; such a creature is called
heals half the normal amount. a Boglin. An adult boglin has the abilities of a Magic-user
of a level equal to twice the monster's hit dice. In any given
Boggart goblin lair, there is a 10% chance that 1d4 boglins are
present. Larger goblin societies, such as a goblin city or
Armor Class: 14 major fortress, will almost always have at least 1d4 boglins.
Hit Dice: 6* They are almost never encountered alone.
No. of Attacks: 2 claws
A boglin receives a bonus of +4 on saves vs. any sort of
Damage: 1d6 claw
magic.
Movement: 40'
No. Appearing: 1
Save As: Magic-User: 1
Morale: 7
Treasure Type: D
XP: 555
What a Boggart's true form is none can say, but given the
marks they leave on the bodies of its victims, one can be
reasonably sure that it is clawed. A boggart does not
appear to truly understand language, but it is capable of
imitating a wide range of sounds, including speech. It feeds
on fear, especially from a creature about to be slain.
A boggart prefers not to attack with its claws until it
absolutely has to; instead it will use its inherent magical
abilities. A boggart has a passive form of telepathy that
allows it to know the greatest fear of any creature they see
and project an illusory image of it. Creatures of 1 HD or
less that view such an image must save vs. Death Ray or
die of fright. Should this fail, the boggart will resort to its
claws. While it relishes the sound of screaming, the boggart
finds laughter unbearable and must check morale if it
hears the sounds of genuine mirth.
In all other respects the illusion of a boggart functions like
the spell phantasmal force. Although intelligent, a
boggart is not affected by charm or sleep spells, nor
illusions of any kind.
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Basic Fantasy Field Guide Volume 1 Monsters
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Monsters Basic Fantasy Field Guide Volume 1
Brownie* Bulette
Armor Class: 19 ‡ (also invisibility) Armor Class: 22
Hit Dice: 1** Hit Dice: 9** (AB +8)
No. of Attacks: 1 miniature weapon No. of Attacks: 1 bite/2 claws or 4 claws
Damage: 1d2 Damage: 3d8 bite, 2d6 claw
Movement: 30' Movement: 40' Burrow 10'
No. Appearing: 1 No. Appearing: 1d2
Save As: Magic-User: 1 (with bonuses) Save As: Fighter: 9
Morale: 7 Morale: 11
Treasure Type: None Treasure Type: None
XP: 49 XP: 1,225
A Brownie is a small fey being closely related to pixies and The Bulette (pronounced Boo-lay) is a terrifying predator
sprites, as it is an elf-like creature about 2 feet tall. A that lives only to eat. Almost 10 feet tall and 15 feet long,
brownie is able to shape-change at will into the form of a it resembles something akin to a gigantic armadillo crossed
small deer, hawk, or an otter. A brownie is industrious and with a snapping turtle. A bulette moves by quickly
predisposed to tinkering with and fixing things. In all forms burrowing through the earth, leaping out to attack those
the brownie has Darkvision with a range of 60 feet. A on the surface.
brownie can speak Common as well as the languages of
pixies and sprites. A bulette attacks anything it regards as edible, biting for
3d8 points of damage and clawing for 2d6 points of
In its natural humanoid form, a brownie attacks with its damage with each fore claw. It can leap 10 feet through
miniature weapon, sometimes with paralytic poison the air and attack prey with all four claws but cannot bite
applied (save vs. Poison or be held for 2d4 rounds as per with such an attack. If somehow one gets on top of a
the hold person spell). In its other forms, see the relevant bulette, the area behind its head plates is only AC 15. It is
monster entry in the Core Rules; none of these other effectively immune to most types of attacks while
forms will have the poison attack. In addition to its weapon burrowing.
attack, a brownie has several magical qualities available in
A bulette senses vibrations in the earth, and is able to
any of its forms. It can detect magic at will, become
sense positions and numbers of creatures with a range of
invisible at will, and once per day can cast confusion as a
60 feet while burrowing.
7th level caster. A brownie can attack while completely
invisible without disrupting the effect (generally each
opponent must take a -4 penalty on attacks against the
brownie).
Silver or magical weapons are required to strike a brownie.
So long as it has at least 1 HP remaining, it regenerates
1 HP each round;
however, if reduced
below 1 hp a brownie
will die like any other
creature. A brownie
saves against magic
(including wands) with
a +4 bonus, and has a
+1 bonus with respect
to paralysis or petrify
saves.
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Basic Fantasy Field Guide Volume 1 Monsters
Bunyip Cadaver
Armor Class: 15 Armor Class: 17
Hit Dice: 6 Hit Dice: 6**
No. of Attacks: 1 bite No. of Attacks: 1 punch or by spell
Damage: 1d10+2 bite Damage: 1d6 punch
Movement: 40' Swim 20' Movement: 40'
No. Appearing: 1 No. Appearing: 1d4
Save As: Fighter: 6 Save As: Fighter: 6
Morale: 9 Morale: 8
Treasure Type: None Treasure Type: None
XP: 500 XP: 610
A Bunyip is a large carnivorous lake-dwelling creature, The conditions that create a Cadaver is unknown, but it's
with a dog-like face, large tusks, sturdy webbed feet, short rumored it arises in areas of dungeons or ruins that have
otter-like fur, and a body much like that of a great bear. It been rich in undead for long periods of time. A cadaver is
may be found in lakes and rivers in the remote wilderness, a corporeal undead creature bearing a physical
and also in underground pools and lakes. A bunyip is very resemblance to a ghoul. It is not exceptionally smart but
aggressive and will usually attack anyone who wanders shouldn't be underestimated. A cadavers is believed to
into its territorial waters. subsist by eating the flesh of other undead creatures.
A cadavers attacks with powerful blows from its fists. As
with all undead, it can be Turned by a Cleric (as a
mummy), and is immune to sleep, charm or hold spells.
It has all the powers and spells of an 8 th-level Cleric,
including the power to Turn undead. The spells the
cadaver uses will typically include: 1 st level: cure light
wounds*, curse, and/or darkness; 2nd level: silence 15ft
radius; 3rd level: bestow curse, speak with dead; 4th
level: animate dead and/or dispel magic. Healing spells
cast by a cadaver can even heal undead creatures.
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Monsters Basic Fantasy Field Guide Volume 1
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Basic Fantasy Field Guide Volume 1 Monsters
Chelonian
Armor Class: 14, 17 Rear (13, 17 Rear)
Hit Dice: 1
No. of Attacks: 1 bite or weapon
Damage: 1d6 bite or by weapon+special
Movement: 30' Swim 30'
No. Appearing: 1d8, Wild 5d8, Lair 5d8
Save As: Fighter: 1 (+2 Poison saves)
Morale: 8
Treasure Type: D
XP: 25
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Monsters Basic Fantasy Field Guide Volume 1
Choker Cloaker
Armor Class: 17 Armor Class: 19
Hit Dice: 3+3 Hit Dice: 6**
No. of Attacks: 1 choke No. of Attacks: 1 bite / 1 tail + special (crush)
Damage: 1d3 choke + special Damage: 1d6 bite, 1d6 tail
Movement: 20' Movement: 10' Fly 40'
No. Appearing: 1 No. Appearing: 1d3
Save As: Fighter: 3 Save As: Fighter: 6
Morale: 7 Morale: 7
Treasure Type: U Treasure Type: C
XP: 145 XP: 610
A Choker is a vicious little predator lurking underground, When resting or lying in wait, a Cloaker is almost
grabbing whatever prey happens by. Its hands and feet impossible to distinguish from dark surroundings. A
have spiny pads that help it grip almost any surface. It cloaker has glowing eyes, needle sharp fangs, and a whip-
weighs about 35 pounds, is brown or mottled gray in like tail. It has an 8-foot wingspan and weighs about 100
color, and vaguely humanoid in shape. A choker likes to pounds. A cloakers can be found in the darkest locales.
perch high, often at intersections, archways, wells, or
A cloaker lies in wait, surprising on a roll of 1-4 on 1d6. It
staircases, reaching down to attack. It generally prefers to
will bite and wrap itself around the target, causing damage
attack lone prey.
equal to 20 minus the victim's unadjusted, shield-less AC;
A choker deals 1d3 points of damage as it grabs its target, creatures with AC 20 or higher will suffer no damage.
and continues to deal 1d3 points of damage each round Dexterity offers no protection against this attack, but
by choking and tearing at its prey until its victim is dead or magical armor bonuses do. The cloaker's tail attack cannot
it is forced to release. Because it seizes its victim by the be used on an enveloped victim, but will be applied to
neck, a creature in the choker's grasp cannot speak or cast those attempting to assist. Attacks against a cloaker that
spells. A chokers is supernaturally quick, and always acts has enveloped a victim will do half damage to the cloaker
first in a combat round. and half to the trapped victim.
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Basic Fantasy Field Guide Volume 1 Monsters
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Monsters Basic Fantasy Field Guide Volume 1
The powerful and legendary Couatl is a large serpent with A Crypt Dweller is an undead creature improperly buried
a pair of feathered wings; since it is a shape-changer, one or placed into a grave that has been desecrated or defiled.
rarely sees this form. They can speak Common, It resembles a zombie, and is often mistaken for one. A
communicate freely with reptiles and avians, or may use crypt dweller attacks with clawed hands, or sometimes
telepathic communication with intelligent creatures. A with a weapon if one was entombed with the creature. Its
couatl has keen senses, including paranormal, which gives main defense is that it can only be damaged by magical
it the equivalent of Darkvision with a 90 foot range. A weapons or spells.
couatls is a benevolent force of goodness, and is rarely
aggressive unless first attacked. Strikes from normal weapons will only make the crypt
dweller pause slightly, making it lose initiative on the
When pressed into direct physical combat, a couatl will following round. Like all undead, it can be Turned by
bite for 1d3 points of damage plus a deadly poison (save Clerics (as a wight), and are immune to sleep, charm, and
vs. Poison or die instantly). In addition, the couatl wraps hold spells. No form of mind reading or mental contact is
about its foe, causing 2d4 points of damage from of any use against it. A crypt dweller always fights until
constriction each round. However, a couatl prefers to destroyed.
attack from the air, using spells or other powers.
A couatl casts spells as either a Magic-user (40%), Cleric
(40%), or sometimes as both (20%), equivalent to their hit
dice (9th level). In addition, any couatl can, at will, cast
detect evil, detect invisibility, detect magic, ESP, and
read languages. A couatl can also become invisible and
insubstantial (ethereal). In this form, it moves at half speed
in any direction, and can move through solid objects
freely. A couatl can
teleport twice per day.
A couatl can polymorph
itself freely, and will not
hesitate to change into
another, more effective
form in combat.
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Basic Fantasy Field Guide Volume 1 Monsters
Cu-Sidhe
Common Special
Armor Class: 16 16 †
Hit Dice: 1 1** (+2d8 hp
enlarged)
No. of Attacks: 1 bite 1 bite
Damage: 1d4 bite 1d4 bite (2d4
enlarged)
Movement: 50' 50'
No. Appearing: 1d4 1d4
Save As: Fighter: 1 Magic-User: 1
(Elf bonuses) (Elf Bonuses)
Morale: 8 9
Treasure Type: None None
XP: 25 100
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Monsters Basic Fantasy Field Guide Volume 1
Darkmantle
Armor Class: 17
Hit Dice: 1+2*
No. of Attacks: 1 constriction
Damage: 1d4 constriction
Movement: 20' Fly 60'
No. Appearing: 2d6
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 37
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Basic Fantasy Field Guide Volume 1 Monsters
Death Dragon
Armor Class: 22
Hit Dice: 11** (AB +9)
No. of Attacks: 2 claws + paralysis/1 bite or breath/1
tail
Damage: 1d8 claws, 4d8 bite or breath, 1d8 tail
Movement: 30' Fly 80'
No. Appearing: 1
Save As: Fighter: 11
Morale: 10
Treasure Type: H
XP: 1,765
Delver
Armor Class: 24
Hit Dice: 18** (AB +12) the slime unless is it washed off with at least a quart of
No. of Attacks: 2 flippers fluid. For metal or stone creatures, this damage is half of
Damage: 1d6 flipper + special the noted corrosive damage listed (2d8 or 4d10
respectively). Anyone attacking a delver with natural
Movement: 30' Burrow 10'
weapons will take damage from the corrosive slime each
No. Appearing: 1 time an attack succeeds unless they succeed on a save vs.
Save As: Fighter: 18 Paralysis.
Morale: 11
Treasure Type: None Each time a delver strikes, the individual's shield, armor,
XP: 4,320
and clothing (in that order) may be destroyed. The victim
must make a save vs. Paralysis for each item; any
A Delver resembles a cross between an enormous successful saving throw means subsequent items are
centipede and a slug. It is roughly 15 feet long and 12 feet unaffected. For example: a Fighter is struck by a delver;
tall. It has a huge mouth and slits for eyes. It has spongy he fails his first saving throw, and his shield is destroyed.
flipper-like arms, each of which ends in six black digging He succeeds at his second save, so his armor and clothing
nails. Its ability to sense vibrations gives the equivalent of are safe... for this round, at least. Magic shields or armor
Darkvision with a 60 foot range. will lose one “plus” each time they are damaged, instead
of being destroyed outright.
A delver produces a mucus-like slime that is highly
corrosive. Merely touching it causes 2d6 points of damage
to organic creatures. The slime deals 4d8 points of damage
to metallic creatures or objects, while against stony
creatures (including earth elementals) the slime causes
8d10 points of damage. It prefers to fight from its tunnel,
which it uses to protect its flanks while lashing out with its
two flippers, causing 1d6 points of damage each (plus the
corrosive damage noted above). On the round following a
successful hit, the victim takes 1d6 points of damage from
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Monsters Basic Fantasy Field Guide Volume 1
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Basic Fantasy Field Guide Volume 1 Monsters
Desert Worm
Armor Class: 14
Hit Dice: 4*
No. of Attacks: 1 bite
Damage: 1d10 bite + special
Movement: 40’ Burrow 30’
No. Appearing: 1
Save As: Fighter: 3
Morale: 12
Treasure Type: None
XP: 280
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Monsters Basic Fantasy Field Guide Volume 1
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Basic Fantasy Field Guide Volume 1 Monsters
Dragonne Drat*
Armor Class: 18 Armor Class: 11
Hit Dice: 9* (AB +8) Hit Dice: 1d4*
No. of Attacks: 1 bite and 2 claws No. of Attacks: Special
Damage: 2d6 bite, 2d4 claws Damage: Special
Movement: 40' Fly 30' Movement: 30'
No. Appearing: 1d6 Wild 1d6 Lair 1d10 No. Appearing: 1
Save As: Fighter: 9 Save As: Fighter: 1
Morale: 10 Morale: 7
Treasure Type: None Treasure Type: None
XP: 1,150 XP: 13
A Dragonne appears as a strange combination of a lion The Drat, so-called because of the frequent expletives
and dragon, possessing huge claws, fangs, and eyes. Its emitted in its vicinity, is so rare as to elicit skepticism with
scales and stiff hair are the color of brass. A dragonnes is regards to its very existence. It appears to be a common
about 12 feet long and weighs about 700 pounds. It is rat, and can be encountered anywhere that a rat might be
very intelligent and communicates in one or more found. The drat would be little more than an annoyance if
languages of the region. A dragonne’s wings are useful not for its special ability.
only for short flights, carrying the creature for 10 to 20
minutes at a time at relatively slow speeds. A drat has an aura of bad luck which covers a radius of 30
feet around it. Anyone besides the drat within the radius
A dragonne attacks by biting and clawing. In addition, suffers a cumulative penalty of -1 per round on attack and
every 1d4 rounds a dragonne can produce a tremendous saving throw rolls, while giving opponents (who are
roar. To anyone within 120 feet, the roar causes outside the radius or are immune, i.e. drats) a cumulative
temporary weakness, resulting in a -2 penalty to attack +1 bonus on attack rolls against affected creatures. The
rolls, damage, and any strength checks for 2d6 rounds maximum penalty (or bonus) which may accrue is -6 (or
unless he or she saves vs. Paralysis. Those within 30 feet +6).
are also deafened for the same period, with no save
allowed. A deafened creature can react only to what it can There is no way to detect this effect, other than to attempt
see or feel, is surprised on 1-3 on 1d6, and suffers a -1 and fail at attacks or saving throws, and the drat does not
penalty to its initiative rolls. However, a deafened creature even need to be visible. For instance, a drat could be
is immune to further roars until its deafness alleviates (after peacefully sleeping on the other side of a wall from the
the 2d6 rounds). adventurers and its sphere of influence will still affect them.
The only surefire way to detect the presence of a drat is by
noticing the ever increasing string of unlikely events
beginning to happen. For instance, a very dexterous Thief
will, after only a few minutes exposure, begin to bumble
about so clumsily that he or she will soon trip over their
own feet. It is essential that the GM be completely and
scrupulously fair in the use of this monster.
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Monsters Basic Fantasy Field Guide Volume 1
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Basic Fantasy Field Guide Volume 1 Monsters
A Cold Elemental resembles a crude, headless ice statue A Metal Elemental resembles lithe figures made of molten
with long, sharp icicles in place of hands. A cold elemental metal. It is able to shape its extremities into cruel blades.
takes double damage from fire attacks. It deals an Despite its appearance, a metal elemental is normally cool
additional 1d8 points of damage against creatures that are to the touch. Metal armor affords no protection against a
hot or flaming in nature, as well as creatures made of metal elemental, and indeed it deals an additional 1d8
liquids or oozes. A cold elemental's body is so bitterly cold points of damage to creatures, vehicles, or structures that
that creatures within 5 feet take 1d6 points of damage are made of or in direct contact with some form of metal.
automatically, unless they are immune to the effects of Lightning attacks deal double damage to it. A metal
cold. Any liquids the cold elemental touches immediately elemental cannot cross a body of water greater than its
freezes solid. A cold elemental cannot enter places where own height.
the temperature is above 50 degrees Fahrenheit.
Elemental, Wood*
Elemental, Lightning*
Staff Device Spell
Staff Device Spell Armor Class: 18 ‡ 20 ‡ 22 ‡
Armor Class: 18 ‡ 20 ‡ 22 ‡ Hit Dice: 8* 12* (AB +10) 16* (AB +12)
Hit Dice: 8* 12* (AB +10) 16* (AB +12) No. of Attacks: 1 punch or stomp
No. of Attacks: -- special -- Damage: 1d12 2d8 3d6
Damage: 1d12 2d8 3d6 Movement: 40' Fly 30'
Movement: Fly 120' No. Appearing: -- special --
No. Appearing: -- special -- Save As: Fighter: 8 Fighter: 12 Fighter: 16
Save As: Fighter: 8 Fighter: 12 Fighter: 16 Morale: -- 10 --
Morale: -- 10 -- Treasure Type: -- None --
Treasure Type: -- None -- XP: 945 1,975 3,385
XP: 945 1,975 3,385
A Wood Elemental superficially resembles a treant, but
A Lightning Elemental resembles dark clouds, lit from closer inspection reveals that rather than a single tree it is
within by flashes of lightning. It can magnetically draw comprised of dozens of interlinked plants and trees. A
metal items towards itself as if using telekinesis. It deals an wood elemental takes double damage from fire attacks of
extra 1d8 points of damage to creatures that are in contact any kind, and deals 1d8 extra damage to creatures in
with water or metal but not touching solid ground. A contact with vegetation (including weapons or shields
lightning elemental takes double damage when attacked made mainly of wood), as well as earthen or stone
by air or wind attacks (including air elementals). A structures.
lightning elemental can choose either to strike a single
creature or create a mighty thunderclap. If the latter attack
is used, all creatures within a 30 foot radius must save vs.
Paralysis or be deafened for 1d8 turns.
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Basic Fantasy Field Guide Volume 1 Monsters
Ettin
Armor Class: 18
Hit Dice: 13 (AB +10)
No. of Attacks: 2 weapons
Damage: by weapon type
Movement: 30'
No. Appearing: 1d4
Save As: Fighter: 13
Morale: 7
Treasure Type: J (Y in lair)
XP: 2,175
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Monsters Basic Fantasy Field Guide Volume 1
dryads. Most adventuring fauns who travel outside their subsequent bites will produce the wounding effect anew
small shires know Common. (resetting the 10-round duration). Only one such point of
poison damage is applied each round, even if multiple
The Ibix is the cousin to the faun, with a head that is much bites are scored without successfully saving. In addition to
more goat-like. Unlike fauns, an ibix is ill-tempered and physical attacks, a flederkatze can detect magic at will,
generally considered evil, sometimes even allying with become invisible at will, and once per day can bestow
humanoids such as goblins. It has identical statistics to curse (reverse of remove curse) as a 7th level caster
those listed above, except that it speaks Goblin rather than (usually utilizing the “-4 to attack rolls and saves” version).
Halfling.
Silver or magical weapons are required to strike a
Flederkatze* flederkatze. So long as it has at least 1 hp remaining, the
creature regenerates 1 hp each round; if reduced to less
Armor Class: 19 ‡ than 1 hp a flederkatze dies. It saves against magic
Hit Dice: 2** (including wands) with a +4 bonus.
No. of Attacks: 2 claws, 1 bite +poison
Damage: 1d2 claw, 1d3 bite Flying Man-of-War
Movement: 40' Fly 60'
Armor Class: 11
No. Appearing: 1
Hit Dice: 2
Save As: Magic-User: 2
No. of Attacks: Special
Morale: 7
Damage: Special
Treasure Type: None
Movement: Fly 40'
XP: 125
No. Appearing: 3d4
A Flederkatze (“flitter-cats”) is a magical creature that Save As: Fighter: 2
appears to be a mix of feline and bat-like features. It has Morale: 7
dark fur with leathery wings sprouting from its back. Its Treasure Type: None
head is cat-like but with bat-like ears. A flederkatze can XP: 75
fold its wings close to its bodies and appear as normal cats
unless one makes a very close inspection. A flederkatze A Flying Man-Of-Wars is a horse-sized flying jellyfish with
has exceptional hearing, including an echolocation form of a distinctive crest like a sail. Its body is filled with hot air,
sight that is treated as 120 foot Darkvision (normal allowing it to float about 20 feet off the ground, with its
invisibility is easily detected, but magical silence effectively tentacles hanging below. Any creature touched by its
negates). Its actual eyesight is quite poor (roughly 30 feet), tentacles takes only 1 damage, but must save vs. Paralysis
and it suffers discomfort in bright sunlight (-1 attack or be stunned for 1d4 rounds due to its paralyzing venom.
penalty in bright or magical light). The flying man-of-war will then pull itself down to its prey
(if it weighs more than 100lbs) or lift its prey up to its body
A flederkatze attacks with claws and bite like other felines. and begin digesting it, dealing 1d6 points of damage per
Its bite contains a toxin that causes 1 additional point of round.
damage each round for 10 rounds as the poison travels
through the body. Each round the affected can roll a save If a flying man-of-war takes at least 6 points of damage
vs. Poison to halt any further damage, although from a single attack, its envelope is punctured and it swiftly
falls to the ground, immobile; its tentacles will collapse in a
10' radius around it and remain poisonous.
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Basic Fantasy Field Guide Volume 1 Monsters
Frost Worm A frost worm can breathe a 30 foot cone of frost, once per
hour, for 15d6 cold damage. Those struck may save vs.
Armor Class: 18 Dragon Breath for half damage. Opponents held
Hit Dice: 16** (AB +12) motionless by the frost worm’s trill cannot save.
No. of Attacks: 1 bite + cold
When killed, a frost worm turns to ice and shatters in an
Damage: 2d8 bite + 1d8 cold
explosion, dealing 20d6 points of damage to everything
Movement: 30'
within 100 feet. A victim may save vs. Dragon Breath for
No. Appearing: 1 half damage.
Save As: Fighter: 16
Morale: 10 Gerbalaine
Treasure Type: None
Armor Class: 15
XP: 3520
Hit Dice: 1
A Frost Worm grows about 40 feet long, has two huge No. of Attacks: 1 punch or weapon (large form)
mandibles, and a strange orifice on its head that it uses to Damage: 1d4 or weapon (large form)
create a trilling sound during combat. It can burrow Movement: 40'
through ice and frozen earth but not stone. When moving No. Appearing: 1d6, Wild 2d4, Lair 4d8
through such hard materials, it leaves behind a usable
Save As: Fighter: 1 (Halfling bonuses)
tunnel about 5 feet in diameter.
Morale: 6
A frost worm lurks under the snow, waiting for prey to Treasure Type: 1d4 random small gems
come near. It begins an attack with the trill, which forces its XP: 25
prey to stand motionless, and then sets upon helpless prey
with its bite. This trilling affects all creatures other than frost Gerbalaines are a very small race of fey beings. It has a
worms within a 100 foot radius. Creatures must save vs. mouse-like appearance, and because of its size it is often
Paralysis or be stunned for as long as the worm trills and mistaken for a common field mouse unless examined
for 1d4 rounds thereafter. However, if the victim is closely. A gerbalaine is a tinkerer, using small bits of
attacked or violently shaken, another saving throw is materials gathered to fashion its home; it often builds
allowed. Once a creature has resisted or broken the effect, within walls, under floors, or otherwise right under the
it cannot be affected again by that same frost worm’s trill noses of big folk.
for 24 hours.
The body of a frost worm generates intense cold, causing
opponents to take an extra 1d8 points of cold damage
every time the creature succeeds on a bite attack. Any
creature attacking a frost worm unarmed or with non-
magical weapons suffers this same cold damage each time
one of its attacks hits.
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Monsters Basic Fantasy Field Guide Volume 1
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Basic Fantasy Field Guide Volume 1 Monsters
targets, the extra rays are lost. The GM may roll to Grick
determine which rays fires or choose those with the most
destructive effect(s). Armor Class: 16
Hit Dice: 2
Great Orb of Eyes Rays No. of Attacks: 4 tentacles / 1 bite
1. Death: target must save vs. Death Ray or die. Damage: 1d4 tentacles, 1d3 bite
2. Draining: target takes 3d6 points of damage. He or she Movement: 30'
may save vs. Spells for half damage. The great orb of eyes No. Appearing: 1, Wild 1d4
heals half that many hit points. Save As: Fighter: 2
3. Fear: target is affected by cause fear (reversed remove Morale: 12
fear) spell, as cast by a 12th-level Cleric. Treasure Type: V
4. Charm: target is affected by charm monster spell, as XP: 75
cast by a 12th-level Magic-user.
5. Hold: target is affected by hold monster spell, as cast An adult Grick is a snake-like creature about 8 feet long
by a 12th-level Magic-user. from the tip of its tentacles to the end of its body, and
6. Blinding: target is affected by cause blindness (reversed weighs some 200 pounds. Its body coloration is uniformly
remove blindness) spell, as cast by a 12th-level Cleric. dark with a pale underbelly. Its tentacles are segmented
like an earthworm and attach just below the head.
A great orb of eyes rarely ever uses its death ray unless its
very life depends on it, instead preferring to drain foes for A gricks attacks when hungry or threatened. It hunts by
sustenance. A great orb of eyes can also cast telekinesis holing up near high-traffic areas, using its natural
three times per day (as a 12th-level caster). Charmed coloration to blend into convenient shadows. When prey
individuals become slaves, providing any necessary ventures near, it lashes out with its tentacles. Its jaws are
manual labor, and a great orb of eyes can communicate relatively small and weak compared to its body mass, so
telepathically with any such charmed being. When their rather than consume its kill immediately, a grick normally
usefulness fades, these slaves are drained for sustenance. drags its victim back to its lair to be eaten at its leisure.
Multiple gricks do not fight in concert. Each attacks the
prey closest to it, and breaks off the fight as soon as it can
drag dead or unconscious prey away.
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Monsters Basic Fantasy Field Guide Volume 1
Guard Fern
Armor Class: 14
Hit Dice: 6*
No. of Attacks: 3 thorn, acid, leaves
Damage: 1d4 thorn, 3d8 acid, 1d8 leaves
Movement: 0' (immobile)
No. Appearing: Wild 1d6
Save As: Fighter: 6
Morale: 12
Treasure Type: None
XP: 555
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Basic Fantasy Field Guide Volume 1 Monsters
each). Finally, it can lash out with long, sharp leaves at for 1d4+1 rounds. Anyone facing a gump in combat is
anything within five feet, dealing 1d8 points of damage if it deemed to have met its gaze, as is anyone who is
hits. surprised by the monster. Those who attempt to fight a
gump while averting their eyes suffer a -4 penalty on
Chopping the outside of a guard fern will disable it, but it attack rolls. It is safe to view a gump's reflection in a
will grow back in 1d6+4 weeks. Burning it or digging up mirror or other reflective surface; anyone using a mirror to
the roots will kill it for good. fight a gump suffers a penalty of -2 to attack. Characters
fighting a gump must make the saving throw each round if
Gump not taking measures to avoid the monster's gaze.
Armor Class: 14 A gump communicates with an odd jibbering and slobbery
Hit Dice: 4* voice that is difficult to understand. It can also speak
No. of Attacks: 2 fists or 1 weapon Common and the languages of goblinoid creatures.
Damage: 1d8+3 fists or by weapon +3
Movement: 30' Headless Horseman
No. Appearing: 1 Armor Class: According to armor worn
Save As: Fighter: 4 Hit Dice: 7+**
Morale: 10 No. of Attacks: 1 weapon (also see Mount)
Treasure Type: C Damage: 1d8 or by weapon (also see Mount)
XP: 280 Movement: 30' (also see Mount)
A Gump is a large and blubbery humanoid that stands just No. Appearing: 1 (plus Mount)
over a head taller than a human male, with a broad, Save As: Fighter: 7+
jagged toothed grin and small deep-set eyes. Meeting the Morale: special
gaze of a gump is dangerous. Treasure Type: None
XP: 800+ (plus XP of Mount)
Anyone who meets the gaze of a gump must save vs.
Paralysis at +2 or suffer the effects of a hold person spell A Headless Horseman is a powerful undead warrior. It
appears in knightly garb, similar to what it wore in life. Of
course, as it name indicates it is headless, but in lieu of its
head it may wear a jack-o-lantern, helmet, or other
decoration. Upon sighting a headless horseman, characters
of less than 5th level must save vs. Spells or be stricken
with fear, running away until out of sight.
Each headless horseman is a Fighter with a level
equivalent to its HD, and it attacks appropriately. It can be
Turned by Clerics (as a vampire, but roll at -4). As with all
undead, it is immune to sleep, charm, and hold spells, as
well as cold, acid, poison, and electricity.
A headless horseman is always accompanied by its mount,
usually an undead (skeleton or zombie) warhorse or
similar creature. Occasionally, a more powerful mount
might accompany a higher-level headless horseman,
perhaps even an undead dragon. This undead mount is
fearless and can only be Turned if the headless horseman
itself is successfully Turned first.
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Monsters Basic Fantasy Field Guide Volume 1
Hippocampus/Kelpie
Armor Class: 13
Hit Dice: 2/2*
No. of Attacks: 2 hooves
Damage: 1d4 hoof
Movement: Swim 80'
No. Appearing: Wild 10d10/Wild 1
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 75/100
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Basic Fantasy Field Guide Volume 1 Monsters
Homunculus A homunculus will try to climb onto its victim and bite with
its venomous fangs. On a failed save vs. Poison, the
Armor Class: 14 opponent will fall asleep for 6d6 minutes. If the master is
Hit Dice: 2 slain the homunculus also dies, its body swiftly melting
No. of Attacks: 1 bite + poison away into a pool of ichor.
Damage: 1d4-1 bite + poison
Movement: 20' Illusion Trapper
No. Appearing: 1 Armor Class: 18
Save As: Fighter: 2 Hit Dice: 9** (AB +8)
Morale: 12 No. of Attacks: 1 bite
Treasure Type: None Damage: 5d4 bite
XP: 75 Movement: 30'
A Homunculus is a miniature servant created by a wizard. No. Appearing: 1
It is a weak combatant but makes for an effective spy, Save As: Fighter: 9
messenger, or scout. A homunculus’s creator determines Morale: 9
its precise features. A homunculus cannot speak, but the Treasure Type: None (see below)
process of creating one links it telepathically with its XP: 1,225
creator.
The Illusion Trapper is a very proficient hunter. It digs a
It knows what its master knows and can convey to him or 40 foot diameter funnel-shaped pit and casts
her everything it sees and hears (up to a distance of 1,500 hallucinatory terrain to match the surrounding terrain.
feet). A homunculus never travels beyond this range Creatures that come near the pit must save vs. Paralysis
willingly, though it can be moved forcibly. If this occurs, each round they remain in the area or slip on the loose soil
the creature does everything in its power to regain contact and fall to the bottom. The illusion trapper attacks from its
with its master. An attack that destroys a homunculus covering with its large mandibles, and on a successful hit
deals 2d10 points of damage to its master. attaches to the target. It will not open its mandibles until it
or its prey is dead. Any creature bitten by the illusion
trapper must save vs. Poison or be paralyzed for 3d6
rounds. Paralyzed creatures automatically take 5d4 points
of damage each round that it remains in the trapper's grip.
While it does not keep any treasure itself, there is a chance
of items left behind from previous victims.
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Infernal, Lemure
Armor Class: 12
Hit Dice: 3
No. of Attacks: 1 claw
Damage: 1d4 claw
Movement: 40'
No. Appearing: 5d6
Save As: Fighter: 3
Morale: 6 (11)
Treasure Type: None
XP: 145
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bite of a spined devil is poisonous, but not fatal; anyone Iron Snapper
bitten must make a saving throw vs. Poison or fall
unconscious for 1d6 minutes. Once every 1d6 rounds, a Armor Class: 17
spined devil can fire a burst of small barbed spines from its Hit Dice: 6*
arms and legs, covering a 5 foot radius around the No. of Attacks: 1 bite
monster; any creature within the area takes 4d6 points of Damage: 2d8 bite
damage from the spines. A successful saving throw vs. Movement: 40'
Dragon Breath reduces damage from this attack by half. No. Appearing: 1d2, Wild 1d2, Lair 1d2
Save As: Fighter: 6
Infernal, Vega*
Morale: 9
Armor Class: 17 Treasure Type: None
Hit Dice: 9** (AB +8) XP: 555
No. of Attacks: 1 weapon or whip
Damage: Weapon + 2, 2d6 Whip or Special
An Iron Snapper is a large, highly territorial serpent with
grey scales and beak, orange underbelly, and thick
Movement: 60' Fly 150'
armored plates on its back. Its bite is strong enough to tear
No. Appearing: 1 through steel plates; as it must be, for iron is its primary
Save As: Fighter: 9 food. Any time an iron snapper successfully bites an
Morale: 10 opponent with a natural attack roll of 19 or 20, it destroys
Treasure Type: A any armor the opponent is wearing or breaks one object
XP: 1,225 held by the opponent, preferring items made of iron or
steel if possible.
A Vega is an extremely powerful infernal that resembles a
winged humanoid figure made of fire and darkness. It is
among the most dishonorable and cruel of all creatures. A
vega is extremely skilled with its whip and on a successful
hit can choose to pull a creature close enough to itself that
the heat radiating from its body deals 3d6 points of
damage. A vega is only affected by magical weapons and
spells of 3rd level or greater, and take only half damage
from fire, lightning, and cold. A vega can cast cause fear,
darkness, detect magic, detect invisibility, dispel
magic, and telekinesis at will.
Infernal, Vrock*
Armor Class: 13
Hit Dice: 8*
No. of Attacks: 2 claws, 2 talons, 1 bite
Damage: 1d4 claw, 1d8 talon, 1d6 bite
Movement: 40' Fly 120'
No. Appearing: 1d4
Save As: Fighter: 8
Morale: 11
Treasure Type: B
XP: 945
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Jack O'Lantern based attacks may snuff the monster's candle, if it fails a
saving throw vs. Death Ray. If a jack o'lantern's candle is
Armor Class: 15 snuffed, it becomes instantly dormant; re-lighting the
Hit Dice: 3* candle will restore it to life.
No. of Attacks: 1 breath
Damage: 2d6 fire Komodo Dragon
Movement: 20' Fly
Armor Class: 14
No. Appearing: 1d6
Hit Dice: 2*
Save As: Magic-User: 3
No. of Attacks: 1 bite
Morale: 9
Damage: 1d6 bite + disease
Treasure Type: U
Movement: 30'
XP: 175
No. Appearing: Wild 1d6
A Jack O’Lanterns is a strange sentient pumpkin or other Save As: Fighter: 2
such squash or gourd-type fruits with a lit candle inside it. Morale: 7
That it was created by a mad wizard is obvious. Each Treasure Type: None
individual jack o'lantern has a distinctive personality that is XP: 100
generally mirrored by the expressions of its carved face. It
is always encountered within a mile or two of the pumpkin A Komodo Dragon is a huge lizard about twice the weight
patch where it originally grew, and it is able to fly. When a of an adult human. It is an aggressive carnivore that hunts
jack o'lantern is at rest or otherwise inert, one cannot tell it by ambush, and has a toxic bite that can kill within hours.
apart from normal vegetation of its type; each can close its This giant lizard has a keen sense of smell, and readily
carved eyes, mouth, and any other apertures and appear tracks dead or dying prey. A komodo dragon attacks with
entirely ordinary. its bite for 1d6 points of damage. Its mouth is filled with
virulent microbes and toxins that can quickly overwhelm a
A jack o’lantern can project fire from its openings; this victim. These poisons cause 1d8 points of damage per
breath weapon is in the form of a cone five feet wide at hour, plus the loss of 2 points of Constitution unless a save
the base with a range of five feet in front of the creature. vs. Poison is made; this save is made each hour until
Anyone caught in the blaze suffers 2d6 points of fire successful, or the victim is dead.
damage; a save vs. Dragon Breath allows the victim to
suffer only half damage.
A jack o’lantern is a construct similar to a golem, and thus
is immune to poison, charm, fire, and sleep effects. It
takes double damage from ice or cold. Water or wind-
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Linnorm Locathah
Armor Class: 17 Armor Class: 14
Hit Dice: 7** Hit Dice: 2
No. of Attacks: 1 bite, 2 claws, or breath No. of Attacks: 1 spear or 1 light crossbow
Damage: 2d8 bite + poison, 1d10 claw or Damage: 1d6 spear, 1d6 light crossbow
breath Movement: 10' swim 60'
Movement: 40' No. Appearing: 1d4, Wild 1d20, Lair 3d10+70
No. Appearing: 1d2 Save As: Fighter: as per hit dice
Save As: Fighter: 8 Morale: 7
Morale: 9 Treasure Type: D
Treasure Type: E XP: 75
XP: 800
Although humanoid in shape, a Locathah is more fish
A Linnorm, like a wyvern, is distantly related to a dragon. than man. The average locathah stands 5 feet tall and
A linnorm resembles a large, horned snake with a pair of weighs 175 pounds. Females and males look very much
clawed forelimbs. A linnorm can breathe a cloud of fetid alike, although the former can be recognized by the two
gas much like a dragon's breath. A linnorm is immune to ochre stripes marking its egg sacs. A locathah speaks its
all poisons. own language.
Any attack from a locathah usually begins with it loosing
volleys of bolts from its unique crossbow; this special
crossbow has a range of 60 feet underwater as well as
normal ranges on the surface. If it manages to set up an
ambush or other trap, it continues to employ its crossbow
for as long as possible, otherwise wielding a spear.
Although primarily used for fishing, this spear makes a
formidable weapon. A locathah lacks teeth, claws, and
other natural weapons, so it is not especially dangerous if
unarmed; it will generally flee at that point.
Lycanthrope, Werecockroach*
Armor Class: 15 †
Hit Dice: 3**
No. of Attacks: 1 bite or 1 weapon
Damage: 1d6 bite or by weapon
Movement: 50' Human Form 40' Fly 10'
No. Appearing: 2d4, Wild 2d10, Lair 2d10
Save As: Fighter: 3*
Morale: 8
Treasure Type: C
XP: 205
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Monsters Basic Fantasy Field Guide Volume 1
insect form, a werecockroach is able to fly, albeit clumsily matter what appearance it might present. Anyone who
and slowly. In addition to the insect form, a closely examines the mimic can easily detect the ruse. A
werecockroach can assume an intermediate form (a mimic can speak Common. In combat a mimic will often
"roachman"). This form shares the insect form's immunity surprise an unsuspecting adventurer by lashing out with a
to normal weapons, but must use a weapon to attack heavy pseudopod.
instead of a bite. In this form, the werecockroach cannot A mimic exudes a thick slime that acts as a powerful
fly and looks generally humanoid in shape. It has insect adhesive, holding fast any creatures or items that touch it.
mandibles protruding from its mouth, two thin, long A weapon that strikes an adhesive-coated mimic is stuck
antennae on its head, shiny black bug eyes, spikes sticking fast unless the wielder succeeds on an open doors check
out of its limbs, and four dark brown wings on its back. to pull the weapon free. Strong alcohol dissolves the
In any form, a werecockroach is immune to normal adhesive in 3 rounds. A mimic can dissolve its adhesive at
weapons, and one must use silver or magical weapons in will, and the substance will break down 5 rounds after the
order to damage it. A werecockroach make saves as a 3rd- creature dies.
level Fighter against most attacks, but saves as a 17th-level Mohrg
Cleric vs. poison, and is immune to most disease-based
attacks. However, a werecockroach has a weakness: it Armor Class: 23
recoils from bright lights (as bright as sunlight or a light Hit Dice: 14** (AB +11)
spell; twilight, torches, and lanterns won't scare it off), and No. of Attacks: 1 slam or 1 tongue
must make a morale check when exposed to such a light, Damage: 1d6 slam or special
lest it scurries away to the nearest dark place.
Movement: 30'
Megatherium No. Appearing: Wild 1d4, Lair 1d4 (plus 5d4 zombies)
Save As: Fighter: 14
Armor Class: 13 Morale: 12
Hit Dice: 9 (AB +8) Treasure Type: None
No. of Attacks: 2 claws XP: 2,730
Damage: 1d10 claw
Movement: 30' A Mohrg is the animated corpse of a mass murderer or
No. Appearing: 1d4 wild other heinous villain. The average mohrg is 5 to 6 feet tall
Save As: Fighter: 9 and weighs about 120 pounds. A mohrg attacks by striking
enemies with its fists, but it may also lash out with its
Morale: 8
tongue. Whomever the tongue touches must save vs.
Treasure Type: None Paralysis or become paralyzed for 6d4 rounds. Unlike
XP: 1,075 zombies, mohrgs move at full speed and have no penalty
to initiative.
A Megatherium is a gigantic prehistoric ground sloth the
size of an elephant. While a normal sloth is a vegetarian, a As with all undead, they
megatherium is omnivorous, sometimes hunting prey or may be Turned by a Cleric
scavenging. A megatherium can climb well, assuming the (as a vampire), and are
surface is strong enough to support its massive weight. immune to sleep, charm,
or hold spells. Creatures
Mimic killed by a mohrg rise after
1d4 days as ordinary
Armor Class: 15
zombies under the mohrg’s
Hit Dice: 7** control.
No. of Attacks: 1 slam
Damage: 3d4 slam
Movement: 10'
No. Appearing: 1
Save As: Fighter: 7
Morale: 10
Treasure Type: None
XP: 800
A master of deception, a Mimic can assume the general
shape of any object or creature that fills roughly 150 cubic
feet. A mimic’s body is hard and has a rough texture, no
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Nazgorean, Hydramander
Armor Class: 18 to 21
Hit Dice: 8 to 12 (AB +10)
No. of Attacks: 5 to 8 bites
Damage: 2d6 bite
use any sort of one-handed weapon which can be wielded Movement: 20' (10')
by the stronger upper arms. Two-handed weapons are No. Appearing: 1, Lair 1
never used, as a frogman has difficulty with the level of Save As: Fighter: 8 to 12
cooperative control needed to use them; the exception is Morale: 11
two-handed spears, of which it can wield two each, using
Treasure Type: None
one in each set of upper and lower arms.
XP: 8 HD 825; 9 HD 1075; 10 HD 1,300
A frogman can move in nearly complete silence, surprising 11 HD 1,575; 12 HD 1,875
opponents on 1-3 on 1d6. A frogman receives a +1
A Hydramander is a multi-headed creature from the
bonus on damage due to its great strength.
dimension of Nazgor. The body of a hydramander is
A frogman suffers damage when exposed to sunlight or similar to the body of a hydra; however, the hydramander
dry air. Sunlight alone causes 1d4 points of damage per has no eyes. It depends on sound to locate prey (treat as
hour, as does dry air; exposure to both causes 1d8 points Darkvision out to 60 feet). Thus, a silent opponent is as
of damage per hour. good as invisible to the monster.
The individual heads of a hydramander may be attacked;
Nazgorean, Gray Render 12 points of damage must be dealt to disable each head.
Armor Class: 19 A hydramander, like other outsiders from Nazgor, suffers
Hit Dice: 10 (AB +9) damage when exposed to sunlight or dry air. Sunlight
No. of Attacks: 2 claws and 1 bite alone causes 1d4 points of damage per hour, as does dry
Damage: 1d6 claws, 2d6 bite air; exposure to both inflicts 1d8 points of damage per
Movement: 30' hour.
No. Appearing: 1
Save As: Fighter: 10
Morale: 12
Treasure Type: None
XP: 1,300
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Nazgorean, Spiderwolf The GM should keep track of who is struck by one; after a
fight is over, each stricken victim must save vs. Poison; if
Armor Class: 14 this save fails, the victim will suffer a rotting disease that
Hit Dice: 4** deals 1d4 points of damage per day unless cured by cure
No. of Attacks: 1 bite disease (normal healing has no effect). If slain by the
Damage: 1d10 bite + poison rotting disease, the victim will quickly turn into a necrotic
Movement: 60' ooze.
No. Appearing: 2d4 Wild, Lair 2d4 Octopus Fungi
Save As: Fighter: 5
Morale: 10 Armor Class: 15
Treasure Type: None Hit Dice: 6
XP: 320 No. of Attacks: 1 tentacle or 1 tentacle + bite (at +4)
Damage: 1d6 tentacle, 1d10 bite
A Spiderwolf is a species of huge wolf-like monsters
Movement: 0' (immobile)
having eight legs, six eyes, and no tail. It is hairless, with
No. Appearing: 1d12
gray slimy skin. A typical spiderwolf stands 5 feet high at
the shoulder and weighs almost 200 pounds. In the wild, Save As: Fighter: 6
this creature travels and hunts in packs. Morale: 12
Treasure Type: None
A spiderwolf's bite is poisonous; any living creature bitten
XP: 500
by a spiderwolf must save vs. Poison or become paralyzed
for 1d6 turns. A spiderwolf will ignore that paralyzed An Octopus Fungi appears similar to other giant fungi
creature and attack any other opponent, turning its such as shriekers. If anyone tries to pass through it, it will
attention back to the paralyzed victim only after all other "unfurl" into a single long tentacle and try to wrap around
opposition is quelled. the victim and drag him or her back to its biting core. A
A spiderwolf, like other outsiders from Nazgor, suffers normal attack roll is made; a hit deals 1d6 points of
damage when exposed to sunlight or dry air. Sunlight damage from the clawed grasping sucker and a victim
alone causes 1d4 points of damage per hour, as does dry must save vs. Dragon Breath, or be drug back to the core
air; exposure to both causes 1d8 points of damage per the next round. If pulled into the body, two attacks will be
hour. made (the tentacle and the mouth) with a +4 bonus each.
Necrotic Ooze
Armor Class: 13
Hit Dice: 3
No. of Attacks: 1 slam
Damage: 1d6 slam
Movement: 10'
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 3
Morale: 11
Treasure Type: None
XP: 145
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An odeum damages a creature's mind with its touch. In An ogre mage may cast fly, invisibility, darkness, and
addition to normal damage, a creature so touched by an polymorph self at-will (one choice per round) as often as
odeum takes 1d4 points of Wisdom damage. A creature desired. Once per day it can cast charm person and
reduced to less than 3 Wisdom by such means is driven sleep. Also once per day it may produce a special cone of
insane and acts as if under the effects of a confusion spell, cold which is 60 feet long and 12 feet diameter at the
unless their Wisdom is restored to at least 3 points. base, inflicting 12d4 points of damage (save vs. Spells for
half damage). An ogre magi regenerates 1 hp per round.
The odeum can attempt to possess a creature at-will. This
ability is similar to magic jar as cast by a 10 th level Magic-
User, except that it does not require a receptacle. If the
attack succeeds, the odeum disappears into the target's
body. The target can resist the attack with a successful
save vs. Spells, modified by the target's Wisdom bonus. A
creature that successfully saves is immune to that odeum's
possession attack for the next 24 hours. While possessing
a host, the odeum takes complete control of the target's
actions, though the host remains aware of what is
happening around it. Attacking a host creature will
damage the body (not the odeum); a host that dies will
cause the odeum to return to its nebulous form.
Outside a host an odeum can only be struck by magical
weapons and spells. Like all undead it is immune to sleep,
charm, and hold spells. It can be Turned by a Cleric (as a
wraith). However, while inside a host the odeum is
rendered immune to a Cleric's Turning ability; the attempt
does allow the host to make a save vs. Spells to expel the
odeum. Such a save can only be made once per day.
An odeum will possess a host for as a long as possible until
the host is driven mad. At that point the odeum will
abandon the host and seek out a new victim.
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Otyugh
Orc, Snow Armor Class: 17
Hit Dice: 6*
Armor Class: 14 (11) No. of Attacks: 2 tentacles/1 bite + special
Hit Dice: 1* Damage: 1d4 tentacle, 1d6 bite + special
No. of Attacks: 1 punch or weapon Movement: 20'
Damage: 1d8 or by weapon No. Appearing: 1, Lair 1d3+1, Wild 1d2
Movement: 40' Save As: Fighter: 6
No. Appearing: 2d4, Wild 3d6, Lair 10d6, Horde Morale: 9
10d20
Treasure Type: U
Save As: Fighter: 1 (but see below)
XP: 555
Morale: 8
Treasure Type: D An Otyugh stands on 4 large legs and has a body 8 feet in
XP: 37 diameter, weighing about 500 pounds. Behind its large
mouth are 3 tentacles. When so inclined, an otyugh can
A Snow Orc is a white-haired relative of the normal orc, communicate verbally using the predominate language of
well-suited to cold mountain lairs. It appears even more the area, usually Common.
bestial than its normal orcish brethren. Its feet are very
wide and allows it to traverse snow with ease. A snow orc An otyugh attacks living creatures if it feels threatened or if
is so hairy that it can walk in a blizzard without additional it is hungry; otherwise it is content to remain hidden. An
clothes, though it prefers to wear armor and long capes. otyugh slashes and squeeze opponents with its tentacles,
which it also uses to drag prey into its mouth. It deals
A snow orcs is never affected by cold weather, and treats automatic tentacle damage with a successful attack on
snowy or icy terrain as road terrain for the sake of every round that its prey is held. The bite of an otyugh is
movement. While cold-based magic does affect it, it saves diseased and the recipient of the attack must save vs.
against it as a 10th-level Fighter rather than 1st-level. Like Poison or contract filth fever (incubation period 1d3 days;
other orcs it has Darkvision to a range of 60 feet. It speaks 1d3 reduction of Dexterity and 1d3 reduction of reduction
the orcish tongue, but may also speak Common, Goblin, of Constitution).
or even Giant.
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Basic Fantasy Field Guide Volume 1 Monsters
Owl, Giant coat tends to be closer to rust in color and its beak a bright
orange. A full-grown fire-breathing owlbear stands nearly
Armor Class: 15 10 feet tall and weighs over 2000 pounds.
Hit Dice: 6
No. of Attacks: 2 claws A fire-breathing owlbear usually relies on its powerful
claws and ferocious beak in combat. Like a normal bear, it
Damage: 1d6 claw
must hit with both claws to deal hug damage. What makes
Movement: 10' Fly 70'
it most fearsome is its breath attack. Each round, roll to
No. Appearing: 1, Lair 1d2, Wild 1d4 determine which attack form is used (1d6, 1-2 indicates
Save As: Fighter: 6 breath of fire). If the beast breathes fire, its victim may
Morale: 9 save vs. Dragon Breath for half damage. It may use this
Treasure Type: None attack a total of 4 times per combat. After an hour of rest,
XP: 500 the breath weapon is usable once again.
Owlbear, Fire-breathing
Armor Class: 18
Hit Dice: 8*
No. of Attacks: 2 claws/1 bite (1 hug) or 1 breath
Damage: 1d8 claw,1d8 bite, 2d8 hug, 4d6 fire
Movement: 40' Fly 40' (10')
No. Appearing: 1d4, Lair 1d4, Wild 1d4
Save As: Fighter: 8
Morale: 9
Treasure Type: Cx2
XP: 945
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Phaerim are normally quite reclusive. Similar to halflings, intangible creature, it can move through solid objects,
one can hide very effectively, being 90% undetectable so including living creatures. It can see and hear on the
long as it remains still in a forested environment. Even material plane. Sight and hearing on the material plane are
indoors one is able to hide with 70% effectiveness. limited to 60 feet. A typical phase spider’s body is 8 feet
long and weighs about 700 pounds.
A phaerim normally walks but can fly if unencumbered.
One can fly for up to 10 rounds, but must remain Once a spider locates prey, it shifts to a tangible state to
grounded an equivalent amount of time after any flight. A attack, attempting to catch its victim off-guard (+2 to hit).
lightly-encumbered phaerim can fly up to 5 rounds but The phase spider retreats back to intangible state at the
must rest for 20 rounds. A phaerim takes half damage beginning of the next round.
from falls due to its reduced weight and wings.
Plague Hound
Phantom Fungus
Armor Class: 14
Armor Class: 14 Hit Dice: 4*
Hit Dice: 2 No. of Attacks: 1 bite + special
No. of Attacks: 1 bite Damage: 2d4 bite + paralysis
Damage: 1d6 bite Movement: 50'
Movement: 20' No. Appearing: 1d8, Wild 2d8, Lair 3d8
No. Appearing: 1 Save As: Fighter: 4
Save As: Fighter: 2 Morale: 9
Morale: 12 Treasure Type: None
Treasure Type: None XP: 280
XP: 75
A Plague Hound is an undead canine with an infliction
While its normal form is completely invisible (even while similar to a ghoul or ghast. It appears as a ravenous beast
attacking), when the Phantom Fungus is killed or with patches of fur or skin sloughing off.
somehow made visible it looks like a brown or greenish- Those bitten by a plague hound must save vs. Paralyze or
brown mass with a cluster of nodules at its highest point. be paralyzed for 2d8 turns; elves are immune to this effect.
The nodule cluster atop the main mass serves as its The plague hound's bite also carries the ghoul fever
sensory organs. The creature feeds and attacks with a affliction, but it is even more virulent. Each bite has a 10%
gaping maw lined with rows of teeth. Four stumpy legs cumulative chance of infecting the victim with ghoul fever
support the creature and allow it to move about its (roll once per bitten character, after the encounter is over,
subterranean environment. at 10% per each bite; for example, a character bitten three
Anyone attacking a phantom fungus does so at -4 unless times has a 30% likelihood of begin infected). If afflicted,
the attacker can detect invisible creatures. the victim must save vs. Death Ray (at a penalty of -4) or
die within a day, only to rise at the next sunset as a ghoul.
Phase Spider Any dog or wolf will return as a plague hound. A plague
hounds can be Turned by a Cleric (as a wight) and it
Armor Class: 15 shares the common undead traits of immunity to sleep,
Hit Dice: 9+1 (AB +8) charm, and hold spells.
No. of Attacks: 1 bite + poison
Damage: 1d6 bite + poison
Movement: 40'
No. Appearing: 1d4
Save As: Fighter: 9
Morale: 7
Treasure Type: None
XP: 1,075
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A Poludnitsa, sometimes called "Lady Midday", is a cruel A Giant Praying Mantis is greatly camouflaged creature,
fey who appears as a young, beautiful woman dressed in moving slowly, and waiting motionless for hours. It
white and holding a scythe. She enjoys engaging in ambushes and feeds on anything smaller than itself. It
conversation, asking complicated and difficult riddles. If possesses a chameleon-like ability to change its
one answers correctly, she might tell them a great secret exoskeleton color to blend in with its surroundings.
(spoken in riddles, of course). If a wrong answer is given, Typically, a hunting praying mantis will surprise on 1-5 of
however, she will cause the one answering to suffer a heat 1d6; locating one that is hiding (from a distance) is
stroke; the victim must save vs. Spells or take a -4 penalty equivalent to finding a secret door. It can fly for brief
to all attack rolls and ability checks for the next 2d6 hours. periods, covering 120 feet in a hop, but will only do so to
flee or cross rough terrain.
A poludnitsa is usually mischievous rather than outright
evil, but if threatened she will attempt to behead her foes
Prince Frog
with her scythe.
Armor Class: 13
Hit Dice: 2*
No. of Attacks: 2 claws/1 bite + special
Damage: 1d4 claw, 1d6 bite + paralysis
Movement: 20' Leap 20'
No. Appearing: 1d4
Save As: Fighter: 2
Morale: 9
Treasure Type: None
XP: 100
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It is the creature's eyes that led to its name. A prince frog A pseudodragon has a chameleon-like ability to change
has six eyes on stalks, arranged in a hexagonal pattern color and is able to hide very effectively; so long as it
around the top of its head; these stalks are distinctly wider remains still, there is only a 10% chance it will be detected
at the bottom than at the tip, giving the appearance of a outdoors in forested environments. Even indoors it can
crown. A prince frog can direct its eyes any way it wishes. hide with a 30% chance of detection.
Many eyes combined with an excellent sense of hearing
means that a prince frog cannot generally be surprised. In Rabbit Prince
addition, it is able to detect invisible continuously.
Armor Class: 18
A prince frog is an aggressive hunter, willing to take on Hit Dice: 10* (AB +9)
prey larger than itself. Its success at this can be attributed No. of Attacks: 1 weapon (sword)
to its poisonous skin, the secretions of which cause any Damage: 2d6 sword
creature coming in contact with one to save vs. Poison or
Movement: 50' Leap 20'
become comatose for 2d4 turns. During this period the
No. Appearing: 1
victim will have strange and horrifying dreams. A comatose
victim cannot be awakened by normal means until the Save As: Fighter: 10
duration has expired. Morale: 10
Treasure Type: None
This poisonous effect should normally be checked for XP: 1,390
anytime a prince frog successfully attacks a character; in
addition, the secretions remain fully potent for 1d4 turns The Rabbit Prince appears as a four foot tall, bipedal
after being separated from the creature. This means that rabbit dressed in ruined finery, wearing an old crown and
weapons used to successfully attack a prince frog may wielding a broken sword. A rabbit prince will roam the
cause the same effect if touched, though a bonus of +2 is wilderness, occasionally attacking farming villages. It has a
allowed on the saving throw. deep hatred for predators and will defend fellow (ordinary)
rabbits from any attackers it sees.
Some believe that a prince frog is a form of a Nazgorean
monster, but its bright colors have caused most sages to The rabbit prince attacks with supernatural strength,
discount this theory. moving rapidly and erratically so that anyone trying to
attack with ranged weapons suffers a -2 penalty to his or
Pseudodragon her attack roll. In addition to normal movement, a rabbit
prince can leap up to 20 feet and still make an attack in
Armor Class: 18
the same round.
Hit Dice: 2*
No. of Attacks: 1 bite or 1 sting + poison
Damage: 1 HP bite, 1d3 stinger + poison (sleep)
Movement: 10' Fly 60'
No. Appearing: 1 Wild 1d2 Lair 1d4
Save As: Magic-User: 2
Morale: 7
Treasure Type: None
XP: 100
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Basic Fantasy Field Guide Volume 1 Monsters
Ram, Wild
Armor Class: 13
Hit Dice: 2
No. of Attacks: 1 horns
Damage: 1d6 horns
Movement: 40' Climb 20'
No. Appearing: Wild 2d4
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 75
A Wild Ram is a large herd animal common to high
country. It has large curved horns which it uses to attack
with great force. Few creatures can match a wild ram's
ability to scramble about the rocky slopes it is native to.
The climbing speed listed above assumes its native terrain
of rocky slopes; a wild ram cannot climb walls, trees, or
other objects in the traditional sense.
Ram, War
Armor Class: 13
Hit Dice: 3
Rat Dog
No. of Attacks: 2 horns or hooves
Damage: 1d6 horns, 1d4 hooves Armor Class: 15
Movement: 40' Climb 20' Hit Dice: 3
No. Appearing: Domestic only No. of Attacks: 1 bite
Save As: Fighter: 3 Damage: 1d6 bite
Morale: 9 Movement: 40'
Treasure Type: none No. Appearing: 1d10, Wild 2d20
XP: 145 Save As: Fighter: 3
Dwarves are known for their War Rams, which are Morale: 9
specifically bred for strength and aggression. It attacks with Treasure Type: None
either its great horns (needing a short run or charge) or XP: 145
with its hooves. Like the mundane breeds of ram, a war
ram can negotiate rocky terrain with ease. The climbing A Rat Dog is the size of a large dog, with a rat-like face
speed listed above assumes its native terrain of rocky and long hairless tail. It runs and otherwise moves like a
slopes; a war ram cannot climb walls, trees, or other canine, and its front paws have opposable thumbs and are
objects in the traditional sense. thus able to grasp objects. Despite the name, it is not clear
if this creature is a rat, dog, or some sort of magical hybrid.
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Monsters Basic Fantasy Field Guide Volume 1
A rat dog's bite may carry disease, much like a giant rat's
bite. A rat dog bite has a 5% chance of causing a disease.
Anyone who suffers one or more bites that results in
disease will sicken in 3d6 hours. The infected character will
lose one point of Constitution per hour; after losing each
point, the character is allowed a save vs. Death Ray
(adjusted by their current Constitution bonus or penalty)
to break the fever and end the disease. Any character
reduced to zero Constitution is dead (see Constitution
Point Losses in the Encounter section of the Basic Fantasy
RPG Core Rules for details on regaining lost Constitution).
Red Cap
A red cap can cast sleep once daily, which it uses to
Armor Class: 14 (14) incapacitate those it intends to murder. When hard
Hit Dice: 3* pressed, it will flee and hide, counting on its speed to
No. of Attacks: 1 weapon evade any pursuers.
Damage: By weapon
The hat of a red cap must be soaked in blood regularly,
Movement: 60' lest the being wither and fade away. This hat, even if inert
No. Appearing: 1d4 for years, can summon a red cap if soaked in blood anew.
Save As: Thief: 6 Only total destruction of the hat guarantees a true end.
Morale: 8
Treasure Type: D Red Slime
XP: 175 Armor Class: 11 to 16
A Red Cap is a murderous fey that preys upon travelers Hit Dice: 1* to 6*
seeking refuge in ruins or abandoned castles. Distantly No. of Attacks: 1 slam
related to both goblins and fairies, it appears as small ugly Damage: 1d4, 1d6, 1d8, 1d10, 1d12, or 2d8
man with unkempt hair, red eyes, and wickedly crooked per round by Hit Dice
teeth. A red cap wears small iron shoes that magically Movement: 10'
enhances its speed (becoming useless when removed from No. Appearing: 1
its owner) and a blood-red hat upon its head. A red cap Save As: Fighter: 1 to 6
tends to attack only helpless targets, usually with a knife or Morale: 12
other bladed weapon that will spill blood.
Treasure Type: None
A red cap can sneak about the ruins it calls home, XP: 1* HD 37; 2* HD 100; 3* HD 175;
knowing every shadow, nook, and cranny. Within this lair, 4* HD 280; 5* HD 405 ; 6* HD 555
a red cap has the abilities of a 6th-level Thief, including the
ability to sneak attack. Outside these ruins, the red cap is Distant relative of ochre jellies and green slimes, the Red
limited to 3rd-level Thief abilities. Slime is an oozing mass that appears to be a red pool.
One is easily mistaken for an ochre jelly, save for its color.
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Basic Fantasy Field Guide Volume 1 Monsters
This slimy creature is notorious for remaining still and An enraged remorhaz generates heat so intense that
hiding in holes and under ledges to surprise victims. anything touching its body takes 8d6 fire damage.
Creatures striking a remorhaz with natural attacks or
A red slime can extend a pseudopod up to 2 feet per HD. unarmed attacks are subject to this damage, but creatures
If its attack is successful, the target is ensnared, and the striking with melee weapons do not. This heat can melt or
slime will feed off the victim, dealing damage automatically char weapons; any non-magical weapon is destroyed.
each round. Hit points drained from the victim are added Magical weapons are allowed a save vs. Dragon Breath to
to the red slime's current hit points; every 6 points thus avoid destruction. Any treasure recovered will likely be
added increases the monster's HD by one, to a maximum heat resistant.
of 6 HD. Excess hit points drained after the monster
reaches its maximum of 48 are ignored. Note that the Roper*
damage roll increases as the monster grows in size.
Armor Class: 20
An ensnared victim may attempt to escape by making an
Hit Dice: 10* (AB +9) to 12* (AB +10)
open doors check to break free. A red slime can only feed
No. of Attacks: 1 bite + special
on living creatures, but can still make normal attacks
against other monsters. A successful attack against a red Damage: 2d6 bite
slime may cause it to release a victim; the GM should roll Movement: 10'
1d20, and if the die roll is equal to or less than the damage No. Appearing: 1
done to the red slime, the ensnared victim will be freed. Save As: Fighter: 10 to 12
Morale: 12
A red slime can also regenerate 1 hp per round, even if
apparently slain. Damage from fire or acid will not be Treasure Type: I
regenerated, and so this is the only way to permanently XP: 10 HD 1,390; 11 HD 1,670
slay a red slime. 12 HD 1,975
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Monsters Basic Fantasy Field Guide Volume 1
A Rot Vulture is an undead carnivorous bird that has the The Rousirl is a massive rodent-like creature. Its stout
same general appearance as a large, healthy vulture at a body stands nearly shoulder height to most humans. Like
distance, but up close it has major defects such as missing rodents, it has large front teeth and powerful jaws that it
eyes, torn beaks, and protruding broken bones. It stinks of uses for biting through wood and defense.
horrible decay. It is ravenous and driven to attack. As with
all undead, it can be Turned by a Cleric (as a zombie), and
is immune to sleep, charm, and hold spells.
A rot vulture attacks with a combined pecking, clawing,
and wing-flogging attack that is rolled with one attack roll.
Some rot vultures have certain special abilities (1-2 on 1d6
indicates such). The GM can roll randomly or choose the
effect, and may add more types of horrors.
1. It emits a horrid stench in a gaseous blast of gooey
rotten matter when slain, causing anyone within ten feet to
save vs. Poison or drop anything in his or her hands, fall to
their knees, and wretch helplessly for 1d4 rounds.
2. It has bitten, and the victim must save vs. Poison or be
inflicted by rot grubs.
3. Any victim must save vs. Poison or suffer the effects of
a disease similar to a giant rat bite.
Sahuagin
4. It shrieks in the face of its victim (one only) so loudly
and horrifically he or she must save vs. Spells or suffer the Armor Class: 16
effects of cause fear (reversed remove fear) for 1d6 Hit Dice: 2+2*
rounds, as well as deafened for 1d6 hours. No. of Attacks: 1 trident/1 bite, 2 talons/1 bite, or
5. A victim must save vs. Paralysis or be paralyzed for 2d6 heavy crossbow or net
rounds, just like a ghoul's touch (elves are likewise Damage: 1d8 trident, 1d4 bite, 1d4 talon,
immune). 1d4 bite, or other weapon
6. A victim must save vs. Spells or be inflicted by a horrid
Movement: 30'
decaying odor for 1d6 days, attracting scavengers (at least
No. Appearing: 1d8, Lair 1d6 x10, Wild 1d10+10
one additional roll for wandering monsters during each
interval). The stench also means a character's Charisma is Save As: Fighter: 2
reduced by 8 points (minimum score of 3). His or her Morale: 7
chances of stealth is greatly reduced, and effectively Treasure Type: Individuals N; Lair E, I, O
impossible when facing creatures with a keen sense of XP: 100
smell.
The Sahuagin are a predatory fish-man race that feature
green coloration, darker along the back and lighter on the
belly. An adult male sahuagin stands roughly 6 feet tall
and weighs about 200 pounds. A sahuagin can sense
movement underwater within a 30-foot radius. It speaks its
own language, as well as Common and usually one other
language. A sahuagin can survive out of the water for 1d8
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Basic Fantasy Field Guide Volume 1 Monsters
A Satyr's body has the upper half of a man and the lower
half of a goat, with red or chestnut brown hair, and hooves
and horns that are jet black. It speaks Sylvan, and most
also speak Common. A satyr is related to its lesser kin
(fauns and ibex), but are much rarer and more reclusive.
The keen senses of a satyr make it almost impossible to
surprise one in the wild. Conversely, with its own natural
grace and agility, a satyr can sneak up on travelers who
are not carefully watching the surrounding wilderness.
Once engaged in battle, an unarmed satyr attacks with a
powerful head butt. A satyr expecting trouble is likely to
also be armed with a bow and a dagger.
A satyr can play a variety of magical tunes on its pan
pipes. Usually, only one satyr in a group carries this
instrument. When it plays, all creatures within 60 foot
(except other satyrs) must save vs. Spells or be affected by Sea Cat
charm person, sleep, or fear. The satyr chooses the tune Armor Class: 18
and its effect. In the hands of other beings, these pipes Hit Dice: 11 (AB +9)
have no special powers. A creature that successfully saves
No. of Attacks: 2 claws/1 bite
against any of the pipe’s effects cannot be affected by the
same instrument for 24 hours. Damage: 1d6 claw, 1d8 bite
Movement: 10' Swim 40'
No. Appearing: 1, Wild 1d10
Save As: Fighter: 11
Morale: 12
Treasure Type: None
XP: 1,575
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Monsters Basic Fantasy Field Guide Volume 1
sight, either for food or to defend its territory, and uses upon one must succeed on a save vs. Spells or instantly be
both claws and teeth. It displays tremendous courage, weakened, reducing his or her Strength by 2d6 points for
always fighting to the death, even against creatures many 1d6 turns. This damage cannot reduce a victim’s Strength
times its size. Pairs and prides of sea cats attack in concert, score below 0, but anyone reduced to 0 falls to the ground
trying to wear the opponent down until one beast can helpless. Creatures that are affected by this power or that
dispatch it. A sea cat that hits with both claw attacks successfully save against it cannot be affected again for 24
latches onto the opponent’s body and tears into its flesh. hours.
This automatically deals an extra 2d6 points of damage.
A sea hag will attack with two daggers in melee combat. It
gains +4 to damage due to its supernatural strength.
Three times per day, a sea hag can focus its evil gaze upon
any single creature within 10 feet. The target must succeed
on a save vs. Poison or be paralyzed for three days (75%)
or die (25%). Remove curse or dispel evil can restore
sanity sooner. Creatures with immunity to fear effects are
not affected.
Seahorse, Giant
Armor Class: 13
Hit Dice: 1
No. of Attacks: 1 ram
Damage: 1d4 ram
Movement: Swim 80'
No. Appearing: Wild 10d10
Save As: Fighter: 1
Morale: 6
Treasure Type: None
XP: 25
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Basic Fantasy Field Guide Volume 1 Monsters
wetlands, but it may also be found in other areas where Shield Guardian
rotting vegetation can accumulate in large quantities.
Armor Class: 20 ‡
A shambler batters its opponents with two huge arm-like Hit Dice: 15+20** (+5)
appendages. If a shambler hits with both slam attacks, it
No. of Attacks: 1 fist
will automatically constrict for 4d6 points of damage on
Damage: 1d6 fist
the next and subsequent rounds. Because it has only a
plant's intelligence, it will fight to the death. It will constrict Movement: 30'
an opponent until it is dead before moving on to another No. Appearing: 1
foe. Save As: Fighter: 9
Morale: 12
A shambler takes no damage from electricity; any electrical
Treasure Type: B, O
attack against a shambler will heal 1d6 hp instead.
XP: 3,100
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Monsters Basic Fantasy Field Guide Volume 1
Shocker Lizard edged weapons due to the nature of the wires and pulleys
that make up its mechanics.
Armor Class: 16
Hit Dice: 2* Just like a normal skeleton, a bronze skeleton is immune
No. of Attacks: 1 bite to sleep, charm, and hold spells. As it is mindless in the
Damage: 1d4 bite traditional sense, no form of mind reading is of any use
against it. It never fails morale and always fights until
Movement: 40' Swim 20'
destroyed. However, because a clockwork skeleton is not
No. Appearing: 1d6, Lair 2d6 a true undead, it cannot be Turned by a Cleric.
Save As: Fighter: 2
Morale: 7 A clockwork skleleton is vulnerable to electrical attacks,
Treasure Type: None often causing it to run away in a random fashion or cease
working. If a clockwork skeleton is hit by an electrical-
XP: 100
based spell, all such automatons within 40 feet react as if
A Shocker Lizard has a pale gray or blue underside and a confronted by a Cleric (Turning undead attempt) at the
darker hue on its back. It is about 1 foot tall at the level of the caster. Roll on the clerical Turning table for
shoulder and weighs 25 pounds. This lizard is typically skeleton: a result of “T” will cause the bronze skeletons to
found in warm marshes. move about randomly without attacking, while “D” results
in 1d8 points of damage per level of the caster, often
Once per round, a shocker lizard can deliver an electrical causing the clockwork skeletons to stop functioning.
shock to a single opponent within 5 feet. This attack will
stun on a failed save vs. Death Ray. Whenever two or Skeleton, Crimson Bones
more shocker lizards are within 20 feet of each other, they
can work together to create a lethal shock. This effect has Armor Class: 13 (see below)
a radius of 20 feet, centered on any one contributing Hit Dice: 2*
lizard. The shock deals 2d8 electrical damage for each No. of Attacks: 1 punch or weapon
lizard contributing to it (maximum 12d8); a successful save Damage: 1d6 or by weapon
vs. Death Ray reduces the damage by half. Movement: 50'
A shocker lizard relies on its electrical abilities in combat No. Appearing: 2d4
and can automatically detect any electrical discharges Save As: Fighter: 2
within 100 feet. It tends to bite only after attempting to Morale: 12
shock an opponent. A solitary lizard flees once it delivers Treasure Type: None
its shocks, but if other shocker lizards are nearby, it will XP: 100
home in on its comrades’ discharges.
A Crimson Bones is a special type of undead, created
Skeleton, Clockwork through a combination of alchemy and necromancy. It
appears as a normal skeleton in all regards except it is
Armor Class: 13 blood-red in color. It obeys the will of its creator or greater
Hit Dice: 2+2 undead beings. Each time a crimson bones is reduced to 0
No. of Attacks: 1 punch or weapon hp it is destroyed as normal; however, 1d4 rounds later it
Damage: 1d6 or by weapon will rise again with half its previous hp allotment (round
Movement: 40' up). It will continue to rise when struck down, unless
No. Appearing: 2d6 targeted by a bless spell, doused with holy water, or
Save As: Fighter: 2 otherwise subjected to holy powers as determined by the
GM. A crimson bones will otherwise regenerate 1 hp per
Morale: 12
day.
Treasure Type: None
XP: 75 Like an ordinary skeleton, it only takes half damage from
edged weapons, and only a single point from arrows,
The Clockwork Skeleton is a bronze skeleton powered by bolts, or sling stones (plus any magical bonus). As with all
a strange arrangements of pulleys, coils, wires, and gears. undead, it can be Turned by a Cleric (as a zombie), and
It has rudimentary brain matrices limited to knowing a any destroyed in this way will not return. It is immune to
patrol area, responding to alarms, knowing friend from sleep, charm, and hold spells. Being mindless, no form of
foe, and standing guard. It will not automatically attack mind reading is of any use against it. A crimson bones
unless what it is guarding is disturbed. Unlike a normal never fails morale and always fights until destroyed.
animated skeleton, a clockwork skeleton is vulnerable to
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Basic Fantasy Field Guide Volume 1 Monsters
A Haunted Bones is the undead skeletal remains of a A Leaded Skeleton is an altered form of a standard
fallen warrior possessed by a malicious spirit. Unlike an skeleton with a coat of lead over its bones, making it
ordinary mindless skeleton, a haunted bones is controlled slower but much tougher. It moves slowly like a zombie,
by a malevolent intelligence residing within it. It appears as and thus always attacks last.
a skeleton clad in the armor and rotten clothes from its
former life, moving with an unearthly speed and precision It takes only half damage from edged weapons, and only a
and fighting with deadly skill. single point from arrows, bolts, and sling stones (plus any
magical bonus). As with all undead, they can be Turned
Like an ordinary skeleton, it takes only half damage from by a Cleric (as a skeleton), and is immune to sleep,
edged weapons, and only a single point from arrows, charm, and hold magic. As it is mindless, no form of mind
bolts, and sling stones (plus any magical bonus). As with reading is of any use against it. A leaded skeleton never
all undead, it can be Turned by a Cleric (as a ghoul), and fails morale, and thus always fights until destroyed.
is immune to sleep, charm, and hold spells.
Skeleton, Pitch
Armor Class: 15
Hit Dice: 6*
No. of Attacks: 1 punch or weapon + special
Damage: 1d6 or by weapon +special
Movement: 40'
No. Appearing: 1d4
Save As: Fighter: 6
Morale: 12
Treasure Type: B
XP: 555
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Monsters Basic Fantasy Field Guide Volume 1
Like other skeletons, a pitch skeleton takes only half poisonous; half the time the poison is paralytic (paralyzes
damage from edged weapons, and only a single point for 4d6 hours) or deadly (kills). Victims hit by a tooth (or
from arrows, bolts, and sling stones (plus any magical bitten) must save vs. Poison or suffer the effect.
bonus). A pitch skeleton is completely immune to fire-
based attacks. As with all undead, it can be Turned by a Snail, Giant Cone
Cleric (as a wraith), and is immune to sleep, charm, and
hold magic. Armor Class: 16
Hit Dice: 3*
Skragg No. of Attacks: 1 dart
Damage: 1d6 dart + paralysis
Armor Class: 14
Movement: 10'
Hit Dice: 4*
No. Appearing: 1d3, 1d3 Wild Lair 1d3
No. of Attacks: 2 claws / 1 bite
Save As: Fighter: 3
Damage: 1d4 claw, 1d8 bite
Morale: 8
Movement: 40' Swim 30'
Treasure Type: None
No. Appearing: 1d6, Wild 1d6, Lair 2d6
XP: 175
Save As: Fighter: 4
Morale: 10 (8) A Giant Cone Snail is extremely well-camouflaged and
Treasure Type: B, D in lair highly toxic. It has a natural long and narrow hypodermic
XP: 280 tube (a modified tooth) to inject poison, and can launch it
up to 20 feet. Stricken victims must save vs. Poison or be
A Skragg is a smaller semi-aquatic relative of the common paralyzed for 2d6 hours. It swallows prey whole once
troll, but appears slightly stockier. It is sometimes called a succumbed. Each snail has but a single tooth to launch,
swamp troll. It is more likely to communicate with potential and if this attack is not successful, the creature will retreat
victims rather than just attack, demanding some sort of inside its shell. This gives it a bonus of +6 to its AC. The
tribute; it will normally leave would-be victims alone if its snail will then simply wait for any enemy combatants to
demands are met. give up and leave. A giant cone snail generally will not
attack groups of creatures which outnumber it, but may
A skragg attacks with claws and its teeth. Like a regular lay in wait for a single opponent to become isolated and
troll, it has the ability to regenerate; however, a skragg thus vulnerable.
must have at least 50% of its body immersed in water for
its regeneration to take effect. Unlike a typical troll, a Snail, Giant Pounder
skragg regenerates from acid damage, but it fears fire like
other trolls; the lower morale rating (in parenthesis) is used Armor Class: 16
when the skragg faces attackers armed with fire. Hit Dice: 2
No. of Attacks: 1 tail blow or 1 bite
Snail, Giant Barb Damage: 1d4 tail blow, 1d2 bite
Armor Class: 17 Movement: 10'
Hit Dice: 4 No. Appearing: 1d6
No. of Attacks: 1 bite or 1 barb Save As: Fighter: 2
Damage: 1d8 bite, 1d4 barb Morale: 7
Movement: 10' Treasure Type: None
No. Appearing: 1d4 XP: 75
Save As: Fighter: 4 A Giant Pounder Snail is often heard from a distance,
Morale: 8 pounding the ground with a hard bony appendage to
Treasure Type: None locate hollows and burrows to break into and then engulf
XP: 240, 280 (poisonous) any living matter therein. The appendage is shaped much
like a war hammer or mace. Its mouth is little more than
A Giant Barb Snail is a slow, tedious creature that grows rough grinding surfaces, and do little more than 1d2 points
strong, dagger-sized teeth, which it can spit in times of of damage, but if provoked they will bite.
duress. They are launched with extremely high pressure
from its mouth, with a range of 30 feet and dealing 1d4
points of damage. Some 1 in 6 of these creatures are
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Basic Fantasy Field Guide Volume 1 Monsters
A Giant Two-Headed Snake is rarely surprised, as at least A Sphinx is a massive winged lion with a human-like face.
one head is usually alert. Each head can attack an A typical sphinx is nearly 10 feet long and weighs over 800
individual target, although the targets have to be close to pounds. A sphinx has Darkvision out to 60 feet. It can
each other. Its poison is quite potent, and saves are made speak all languages of men and dragons, as well as its own
with a -2 penalty. racial tongue. It prefers witty discourse over open combat,
but will defend itself and its home if threatened.
Snake, Vort
Because its flight is rather clumsy, a sphinx prefers to fight
Armor Class: 15 on the ground, tearing with its razor-sharp claws. A
Hit Dice: 1+2 sphinx's roar causes all creatures within 100 feet to be
No of Attacks: 1 affected with fear for 2d6 rounds (as the fear spell) unless
Damage: 1d3 + poison they save vs. Spells. After a roar, a sphinx must wait 1d4
Movement: 50' rounds before doing so again. A sphinx continuously
No. Appearing: 1d4 detect invisible and detect magic. A sphinx casts spells as
either a Magic-user (40%), Cleric (40%), or sometimes as
Save As: Fighter: 1
both (20%) equivalent to half its HD (6th level).
Morale: 7
Treasure Type: none
XP: 25
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Monsters Basic Fantasy Field Guide Volume 1
Spider, Giant Bola heat effects. Rather than spin silk webs, it spins ice into
web-like structures.
Armor Class: 15
Hit Dice: 4* Besides a poisonous bite, it can spit saliva up to 30 feet; it
No. of Attacks: 1 bite + poison can freeze fast and ensnare a man-sized or smaller
creature. The ice spider must hit with an attack, and the
Damage: 1d8 bite
affected creature can break free with a 1 on 1d6 (modified
Movement: 50'
by Strength bonus).
No. Appearing: 1d3, Lair 1
Save As: Fighter: 4 Spider, Giant Shrieking Tarantula
Morale: 8
Armor Class: 18
Treasure Type: None
Hit Dice: 7*
XP: 280
No of Attacks: 1 bite
A Giant Bola Spider forms a long thread of silk, attaches Damage: 1d12 bite + poison
a web to the end, and then throws it at its target. If it Movement: 50'
succeeds it drags the victim in, entangling them further to No. Appearing: 1
feed upon. Entangled individuals may break free on a roll Save As: Fighter: 7
of 1 on 1d6 (modified by Strength bonus); otherwise they Morale: 9
are stuck (like the web spell). Those entangled will be
Treasure Type: None
drawn to the spider in 1 round unless they are very heavy.
XP: 735
Spider, Giant Diving Bell
A Shrieking Tarantula is a rare, aberrant form of the
Armor Class: 15 regular giant tarantula. It is about the size of a horse and
Hit Dice: 4* has red leg-joints. A shrieking tarantula is somewhat
No. of Attacks: 1 bite + poison intelligent but is driven by its hunting instincts.
Damage: 1d8 bite Its bite is deadly; those bitten must save vs. Poison or be
Movement: 40' Swim 30' forced to dance wildly. The dance lasts 2d10 rounds,
No. Appearing: 1d3, Lair 1 during which time the victim has a -4 penalty on attacks
Save As: Fighter: 4 and further saving throws. Thieves or characters with
Morale: 8 similar Thief-like abilities may not utilize such skills while
Treasure Type: None dancing. Onlookers must save vs. Spells or begin dancing
themselves; such “secondary” victims suffer the same
XP: 280
penalties as above, but they will only dance for 2d4
A Giant Diving Bell Spider carries a supply of air with it rounds. During each round that those bitten are dancing,
around the hairs of its body and crafts an underwater lair they must save vs. Poison again or take 1d4 points of
filled with air. It is otherwise similar to other giant spiders. damage. The secondary victims do not suffer this effect.
Neutralize poison will cure the original victim, and dispel
Spider, Giant Ice magic will stop the dance for all victims in the area of
effect, whether original or secondary.
Armor Class: 16
Hit Dice: 6* In addition to its normal attack, the shrieking tarantula may
No. of Attacks: 1 bite + poison flick a cloud of urticating hairs from its abdomen at an
enemy. This fills an area of a 20 foot radius but quickly
Damage: 1d10 bite
disperses by the next round. Creatures caught within the
Movement: 50' area of effect suffer a painful, itching rash, and for the next
No. Appearing: 1d6 turn must save vs. Poison each round. A failed save
Save As: Fighter: 6 indicates that the victim spends that entire round
Morale: 12 scratching and screaming. These hairs may be used only
Treasure Type: None once, as it takes a week to regrow.
XP: 555
Finally, the shrieking tarantula can shriek, causing those
A Giant Ice Spider is a crystal-clear spider adapted to icy within 10 feet to save vs. Poison or be stunned for 1
environments. It is immune to cold-based attacks, but round. When hunting, the spider often stuns its prey,
takes an additional point of damage (per die) from fire or followed by encapsulating it in silken thread, binding and
rendering the prey helpless and to be fed upon later.
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Basic Fantasy Field Guide Volume 1 Monsters
Stalag
Armor Class: 17
Hit Dice: 1
No. of Attacks: 1 stab
Damage: 1d6 stab
Movement: 10'
No. Appearing: 3d6
Save As: Fighter: 1 Steel Spider
Morale: 12
Armor Class: 18 †
Treasure Type: None
Hit Dice: 5**
XP: 25
No. of Attacks: 2 forelegs
The Stalag looks very much like a stalactite, hanging from Damage: 1d6 forelegs
the ceiling of a natural cave. It senses the sounds and Movement: 40'
warmth of living creatures nearby, and attacks by dropping No. Appearing: 1
onto the victim. Due to its camouflage and its silent attack, Save As: Fighter: 5
it surprises on 1-5 on 1d6. Morale: 12
Treasure Type: None
XP: 450
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Basic Fantasy Field Guide Volume 1 Monsters
Terror Bird
Armor Class: 13
Hit Dice: 3
No. of Attacks: 1 bite
Damage: 1d8 bite
Movement: 60'
No. Appearing: Wild 1d6, Lair 1d6
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 145
A Terror Bird is a flightless prehistoric bird. It weighs during combat. In fact, most thulids are disinterested in
around 800 pounds and is armed with a massive beak; it is physical combat, preferring to use their mind blast (see
for this reason that it is often called an "axe beak”. It hunts below), magic, or slave creatures for this purpose.
in small packs, and aggressively pursues weaker prey. About one-quarter (25%) of thulids are Magic-Users (roll
1d8 for level). The experience point value of a magic-
Thulid using thulid is greater than normal, and is shown in
Armor Class: 15 parentheses after the standard amount.
Hit Dice: 1* to 8* (1** to 8** if a Magic-User) The thulid's mind blast is a cone of mental force with a 60'
No. of Attacks: 1 weapon or special range and a diameter of 50' at the far end. This ability can
Damage: By weapon or special be used at most one time per day per HD of the monster,
Movement: 40' and may not be used more often than every other round.
No. Appearing: 1d4 A thulid can choose to either stun or kill those within the
Save As: Magic-User: 1 to 8 affected area. If the thulid chooses to stun, those in the
Morale: 7 area of effect must save vs. Spells or be rendered
unconscious (as if by sleep) for 2d6 rounds. A killing blast
Treasure Type: F
allows a save vs. Death Ray, with failure resulting in
XP: 1 HD 37 (49); 2 HD 100 (125) immediate death. Mindless creatures and the undead are
3 HD 175 (205); 4 HD 280 (320)
unaffected by this attack. Add +2 to the saving throw if
5 HD 405 (450); 6 HD 555 (610)
the victim is more than 20' from the thulid, or +5 if more
7 HD 735 (800); 8 HD 945 (1015)
than 40' away.
A Thulid is a highly intelligent man-like creature with a
A helm of telepathy adds an additional +4 to saving
squid-like visage, having four to ten tentacles surrounding
throws. Further, when such saves are successful, the
a beak-like mouth. Though omnivorous, a thulid prefers
attacking thulid is stunned for 1d4 turns.
the brains of sentient creatures as food. It can read minds
(as the ESP spell) and communicate with each other When encountered away from their lair, a group of thulids
telepathically. It can speak Common, usually to command will generally consist of at least one fully mature (8 HD)
slaves. thulid, with the remainder having 2d4 HD each. See
below for details on thulid growth and maturation.
A thulid uses its tentacles to extract the brain from a foe. It
takes 1d4 turns for the tentacles to reach the brain, killing Thulids are actually a strange sort of parasite. When a
the victim. As this process takes a long time, it is not done group of thulids are encountered, the GM should roll
1d20. If the result of this roll is equal to or less than the
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number encountered, one of the thulids is ready to spawn. Thulid, Great Brain
Do not count thulids who have only a single HD, as these
are not mature enough to reproduce. Armor Class: 11
Hit Dice: 9** (AB +8)
If a thulid is ready to spawn, it will notify its brethren which
No of Attacks: Special
of their opponents it wants to impregnate. The group will
then attempt to render the target host unconscious Damage: Special
(generally by using the stunning form of mind blast) while Movement: 1'
removing other opponents as expeditiously as possible. If No. Appearing: 1
the thulids prevail, the pregnant one will begin using its Save As: Magic-User: 9
tentacles to penetrate the skull of the subdued opponent, Morale: 7
but instead of extracting the brain, an egg will be laid. The
Treasure Type: H
subdued opponent will then be bound and carried off by
the thulid party. Thulids seem to prefer male host bodies, XP: 1225
for no apparent reason. Humans are preferred over elves,
A Great Brain looks like a monstrous, immobile brain
and elves over dwarves or halflings.
ringed by many dexterous but weak tentacles, which it
The egg hatches in 3d6 hours, but as the brain feels no uses both as manipulators and to drag itself around. The
sensation the victim will not realize this. In another 1d6 exact relationship of the great brain to thulids is unknown.
hours the victim will become confused (as if by the spell A great brain does not speak, but if it has need for it, can
confusion), then in 2d6 more hours will fall into a coma. telepathically communicate with any creature of greater
Up to this point, the condition is reversible with a cure than animal intelligence.
disease spell, but after the coma begins, the growth of the Although slow and physically weak, a great brain
infant thulid cannot be stopped in that way. In 3+1d6 possesses great magical power, and it shares the thulid's
days, the victim will suddenly awaken, still appearing ability to use a mental blast with the same effects.
normal but with the psyche (and mental blast power) of a
thulid. The newly-spawned thulid can speak the thulid Up to three times per day, a great brain can attempt to
language as well as any languages formerly known by the enslave any one living creature within 30 feet, which must
host body, though little or none of that host's mind is left save vs. Spells or be utterly dominated by the brain. An
otherwise. enslaved creature obeys the brain’s telepathic commands.
Such a creature can attempt a new save vs. Spells every
A "newborn" thulid normally has one HD. Over the 24 hours to break free, or can be freed by a remove curse
course of the next year the new thulid will slowly
spell. The control is also broken if the brain dies or is
transform, taking on a reddish skin tone and developing separated from the slave by more than a mile. A great
the distinctive thulid head; at this point the thulid gains its
brain can also teleport once per day with no risk of failure.
second HD. Each year thereafter, the thulid gains another
They can psychically sense living creatures in a 100 foot
HD, until the maximum of eight is reached. Only a few
radius, and can use the following spells at will: charm
thulids have the capacity to advance beyond 8 HD.
monster, hold monster, confusion, and telekinesis.
If the victim is rescued from the thulids but the egg is not
slain, the development will be exactly as given. When the
victim awakens as a thulid, it will instinctively realize that it
is not among its own kind and feign amnesia or other
illness to avoid discovery until it can find its way
underground and attempt to find its "people." It is aided in
this by its telepathy, which can be used to scan for other
thulids within a 5 mile radius.
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Vampire Spawn* all have red eyes. It wears clothing and armor that is soiled
and patched together.
Armor Class: 15 ‡
Hit Dice: 4* Individually or in small groups, these creatures are
cowardly, but in larger groups they become much braver;
No of Attacks: 1 punch or 1 bite
any group of 16 or more will have a morale of 8. Any
Damage: 1d6+3 punch, 1d3 bite + special group of 20 or more will have a leader of at least 4 HD,
Movement: 30' and such a group will have a morale of 10.
No. Appearing: 1d4, Wild 1d4, Lair 2d4
Save As: Fighter: 4 Vermin Queen
Morale: 9 Armor Class: 13
Treasure Type: B Hit Dice: 6**
XP: 280 No. of Attacks: 2 claws or weapon
Damage: 1d6 claw or weapon
A Vampire Spawn is an undead creature that is created
when a vampire slays a mortal. Like their creators, a Movement: 40' Fly 20'
vampire spawn remains bound to its coffin and to the soil No. Appearing: 1, Wild 1d3, Lair 1d3
of its grave. It appears much as it did in life, except Save As: Magic-User: 6
somehow hardened by its transformation. Morale: 9
Treasure Type: F
A vampire spawn uses its inhuman strength when
XP: 610
engaging mortals, hammering its foes with powerful blows.
On any natural 20 attack roll, a vampire spawn will bite A Vermin Queen is a swarm of horrid, intelligent black
and drain the blood of its victim. The bite deals 1d3 points beetles with the ability to assume the guise of a beautiful
of damage and drains one level from the victim; a human or demihuman. It uses this disguise to waylay
successful saving throw vs. Death Ray negates the latter travelers in order to devour his or her flesh and steal their
effect (see Energy Drain in the Encounter section of the skin. When a vermin queen eats a living human,
Basic Fantasy RPG Core Rules for details). A vampire demihuman, or humanoid creature, another beetle is born
spawn heals 1d8 hp for each level it drains. Once it bites, to the swarm. When the swarm gets too big to comfortably
the vampire spawn will hold fast and drain the victim each fit into a human skin, half of it splits off and becomes a
round automatically; only a failed morale check or the new vermin queen. The mother swarm typically deposits
death of the vampire spawn will break this hold. the daughter swarm in the body of its next victim.
Like vampires, a vampire spawn is unharmed by non- A vermin queen can freely change between humanoid
magical weapons and is immune to sleep, charm, and and swarm forms once per round. The touch of a vermin
hold spells. A vampire spawn can be Turned by a Cleric queen in either form paralyzes (much like a ghoul) and it
(as a vampire). However, unlike its creator it can be slain never takes more than 1d4 points of damage from
when its hp is reduced to 0. weapon attacks. While in swarm form, a vermin queen
fights just like an insect swarm.
Vermen
Armor Class: 16 (13)
Hit Dice: 1+1
No of Attacks: 1 bite or 1 weapon
Damage: 1d3 bite or by weapon
Movement: 30'
No. Appearing: 1d6, Wild 2d10, Lair 2d6X10
Save As: Fighter: 1
Morale: 5 (see below)
Treasure Type: P each, E in lair
XP: 25
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Basic Fantasy Field Guide Volume 1 Monsters
The Wolverine is a furry animal with a squat, powerful A Flesh Eater Zombie is an undead creature similar to a
body. Its strong forelimbs are armed with long claws for zombie but even more dangerous. Like all undead, it is
digging. The adult wolverine is about the size of a medium immune to spells that affect the mind (including sleep,
dog, with a length of 2 to 3 feet, a tail from 1 to 2 feet charm, and hold). A flesh eater zombie may be Turned
long, and weighs 20 to 35 pounds. The males are as much by Clerics (as a zombie). It feasts on the flesh of living
as 30 percent larger than the females. creatures, preferring to target intelligent humanoids.
In appearance, the wolverine resembles a small bear with In combat it is surprisingly quick, and attacks with a flurry
a long tail. It has been known to give off a very strong, of claws and bites. While its claws are capable weapons, it
extremely unpleasant odor, giving rise to the nicknames is the creature's bite that is most deadly. Those who are
"skunk bear" and "nasty cat." A wolverine that takes bitten and survive have a 5% chance per point of damage
damage in combat flies into a berserk rage on its next turn, of contracting a fatal disease, causing death in 2d4 turns.
clawing and biting madly until either it or its opponent is Those who die from this disease rise in 2d4 rounds as a
dead. While in its rage it has +2 to hit but -2 to AC. flesh eater zombie. Cure disease will prevent death, or if
cast on the corpse after death, will prevent the corpse from
Wug rising.
Armor Class: 12
Zombie, Leper
Hit Dice: 1
No. of Attacks: 1 weapon Armor Class: 13
Damage: 1d8 or by weapon Hit Dice: 1*
Movement: 40' No. of Attacks: 2 claws/1 bite
No. Appearing: 2d4, Wild 3d6, Lair 10d6 Damage: 1d3 claw, 1d3 bite + disease
Save As: Fighter: 2 Movement: 30'
Morale: 8 No. Appearing: 1d12
Treasure Type: E (Lair Only) Save As: Fighter: 1
XP: 25 Morale: 9
Treasure Type: None
The Wug are a race of nasty, brutish humanoid frogs.
XP: 37
They infest swamps and other waterways, regularly
attacking other humanoids in search of loot and sacrifices. A Leper Zombie shuffles toward its prey with grim
It resembles a bipedal frog with a wide mouth, bulging purpose and hatred. More agile than other types of
eyes, and splotchy green skin. An adult male stands zombies, it is far more deadly as it carries a horrible
around 5 feet tall and weighs around 180 pounds. disease that resembles leprosy.
Females and males are roughly the same size. A wug
generally goes about naked except for a belt to carry its It does not seek to consume living folk, but instead slay
knives and pouches. All wug tribes are led by a shaman. A them. A leper zombie may be Turned by a Cleric (as a
wugs speaks Common and its own croaking tongue. ghoul) and is immune to sleep, charm, and hold spells.
A wugs is a crafty and merciless warrior, throwing itself Humanoids bitten by leper zombies may be infected with
into battle with a zealous fanaticism. It will attempt to take zombie leprosy. Each time a humanoid is bitten or
prisoners when possible for later sacrifice. It prefers to clawed, there is a 10% (cumulative per bite and blow)
attack from ambush and is cunning enough to use the chance of the infection being passed. The afflicted
terrain to its advantage.
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Monsters Basic Fantasy Field Guide Volume 1
humanoid is allowed to save vs. Death Ray; if the save is destroyed. However, it does not suffer the initiative
failed, the humanoid dies in 3 days. An afflicted humanoid penalty common to ordinary zombies. It takes only half
who dies of zombie leprosy rises as a leper zombie at damage from blunt weapons, and only a single point from
midnight of the following day. arrows, bolts, and sling stones (plus any magical bonus). It
may be Turned by a Cleric (as a wight), and is immune to
Equipment, arms, and armor of one slain by a leper
sleep, charm, and hold spells.
zombie (or used to destroy a leper zombie) carries a 5%
chance of transmitting the disease each day. The infection A zombraire slowly rots away, and as it does it loses its
can be removed from gear by washing in holy water, sanity; this is represented by the variable morale listed. An
heating with fire, or casting bless on each item. insane zombraire fights to the death in hopes of being
slain, thus ending its tortured existence.
Zombraire (and Skeletaire) The given statistics are for a zombraire formed from a 2nd-
Zombraire Skeletaire level Magic-user; the HD and saving throws of a zombraire
Armor Class: 12 (see below) 13 (see below) are based on the level it had in life. A zombraire can cast
spells as it did when living, but cannot learn new spells.
Hit Dice: 2* (variable) 1* (variable)
No. of Attacks: 1 dagger or 1 spell 1 dagger or 1 spell A Skeletaire is the final form of a zombraire which has
Damage: 1d4 or per spell 1d4 or per spell rotted away completely. It takes only half damage from
Movement: 20' 40' edged weapons, and only a single point from arrows,
bolts, and sling stones (plus any magical bonus). It can be
No. Appearing: 1 1
Turned by a Cleric (as a zombie), and is immune to sleep,
Save As: Magic-User: by HD Magic-User: by HD
charm, and hold spells. A skeletaire never fails morale,
Morale: 9 to 12 (see below) 12 and thus always fights until destroyed.
Treasure Type: None None
XP: 100 (variable) 37 The statistics above are for a skeletaire formed from a 2nd-
level Magic-user. A skeletaire will have HD equal to the
A Zombraire is a free-willed undead Magic-user. Like the character's level minus 1, and will save as a Magic-user of
zombie it resembles, a zombraire moves silently, is very the level equal to its HD. The skeletaire cannot speak, but
strong, and must be literally hacked to pieces to be still retains the ability to prepare and cast spells as it did in
life (but like a zombraire, it cannot learn new spells).
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Basic Fantasy Field Guide Volume 1 Open Game License
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Open Game License Basic Fantasy Field Guide Volume 1
8. Identification: If you distribute Open Game Content You Nazgorean, Grey Render, Phaerim, Plague Hound, Ram,
must clearly indicate which portions of the work that you are wild, Ram, War, Rat Dog, Red Cap, Skeleton (Pitch), and
distributing are Open Game Content. Tapper Copyright © 2009 R. Kevin Smoot
9. Updating the License: Wizards or its designated Agents Aboleth, Cheetah, Cockroach (giant), Cockroach
may publish updated versions of this License. You may use (balroach), Dinosaur (Deinonychus, Velociraptor), Haunted
any authorized version of this License to copy, modify and Bones, Hippopotamus, Lerini, Lycanthrope (Were-
distribute any Open Game Content originally distributed Cockroach), Orc (Snow), Poludnitsa, Skum Copyright © 2009
under any version of this License. Omer Golan-Joel
10. Copy of this License: You MUST include a copy of this Ice devil, Vermen, Wolverine Copyright © 2009 Aaron W.
License with every copy of the Open Game Content You Thorne
Distribute. Blade Spirit, Bone Horror, Great Orb of Eyes, Owlbear (Fire-
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advertise the Open Game Content using the name of any Bunyip Copyright © 2009 MtBlack
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Zombie (Flesh Eater) Copyright © 2009 Maliki
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Nazgorean (Frogman, Eelbat, Hydramander, Spiderwolf),
12. Inability to Comply: If it is impossible for You to comply
Prince Frog Copyright © 2009 Chris Gonnerman
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all of the Open Game Content due to statute, judicial order, Crypt Dweller Copyright © 2009 Bill Beatty
or governmental regulation then You may not Use any Open Ant Lion (giant), Bronze Bird, Eel (common and giant),
Game Material so affected. Hyena, Hyenodon, Necrotic Ooze, Praying Mantis (giant),
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You fail to comply with all terms herein and fail to cure such Pounder) Copyright © 2009 J. D. Neal
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Open Game License v 1.0 Copyright 2000, Wizards of the Tentacled Horror, Wogg, Worghest Copyright © 2014 Ross
Coast, Inc. Williams
System Reference Document Copyright 2000-2003, Wizards Banshee, Barghest, Boggart, Celestial, Solar, Death Dragon,
of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Dinosaur, Compsognathus, Dolphin, Dragon, Brown,
Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Elemental, Cold, Elemental, Lightning, Elemental, Metal,
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, Elemental, Wood, Flying Man-of-War, Hippocampus/Kelpie,
James Wyatt, based on original material by E. Gary Gygax Inferal, Lemure, Infernal, Vega, Infernal, Vrock, Iron Snapper,
and Dave Arneson. Linnorm, Seahorse, Giant, Thulid, Great Brain, Vermin Queen
Basic Fantasy Role-Playing Game Copyright © 2006-2016 Copyright © 2014 Rachel Ghoul
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New Monsters: A Basic Fantasy Supplement Copyright © 2014 Jered Taikith
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