QUASAR

ROLE-PLAYING GAME

CREATURE ANTHOLOGY

CREATURE ANTHOLOGY

Third Edition

Copyright  1989, 1997, 2007 by Conroy & Conroy company.  All rights reserved.

Permission to copy this material is given provided that the material remains whole and unchanged, including this copyright notice.

Introduction

	This manual describes many of the common or notable creatures that can be encountered in the Quaser game.  Note that "creature" does not necessarily indicate a living being.  Each creature is described briefly and various statistics appear with the description.

	Frequency indicates the likelihood of the creature to be encountered in the habitat in which it is usually found.  Frequency is a percentage as follows:

Frequency	Roll	Percentage	
Common	1-50	50%	
Uncommon	51-81	30%	
Rare	82-91	10%	
Very rare	92-97	5%	
Extremely rare	98-99	2%	
Unique	00	1%	

	The number appearing indicates the average size of a group (Unique always has a group size of 1).  Armor Class, Movement, Habitat, and Number of attacks Per Round are self explanatory.  Damage per attack is listed for each possible attack that the creature can make.

	Level indicates the creature's level.  Hit points are determined by rolling nd10, where n is the creature's level.  Ranges of levels are possible and hit points may be added or subtracted from the creature.  A level of 10+4 indicates 10d10 hit points, plus 4 hit points (for a range of 15-104 hit points). Intelligence is listed as a standard ability score.  % in lair indicates the chance that the creature will be found in its lair, which is where its treasure (if any) is located.  Unless otherwise stated, Size is height for upright creatures, or those which can stand upright.  It is length otherwise.  If height is given for a non-upright animal, it indicates the height at the shoulder.  Experience points are listed as a base plus a per-hit point bonus.  For example, 1200+2 indicates 1200 experience points, plus 2 experience points per hit point of the creature.

	It is likely that the player will run across variants of the creatures described herein.  Giant versions of any living creature can be generated simply by modifying the statistics as follows:  Make frequency one level more rare (for example from Common to Uncommon), increase level by 1, increase size by 10 times, increase defensive bonus, and experience points to 150% of normal creature.

	Another variant are Huge versions of creatures.  Huge versions can be generated by modifying the statistics as follows:  Make frequency two levels more rare, increase size by 100 times, increase level by 2, and increase defensive bonus, and experience points to twice that of the normal creature.

	Pygmy varieties are small versions of creatures.  Pygmy versions can be generated by modifying the statistics as follows:  Make frequency one level more rare, decrease level by 1, and decrease size, defensive bonus, and experience points by 25%

	Finally, it must be noted that the statistics given are maximums for full grown specimens.  Adults can be 0% to 9% smaller (optional rule).  Young can be any size from 1 hp to nearly adult size, however to make things simple young are always assumed to be one size level smaller, and level and experience points are half of the adults.

	Treasure type indicates the type of treasure as follows:

Treasure type	Treasure	
Nil	No treasure	
A	4d10 pounds of copper	
B	3d8 pounds of silver	
C	2d6 pounds of gold	
D	1d4 pounds of platinum	
E	400-4,000 pounds of copper	
F	300-2,400 pounds of silver	
G	200-600 pounds of gold	
H	100-400 pounds of platinum	
I	4,000-40,000 pounds of copper	
J	3,000-24,000 pounds of silver	
K	600-1,200 pounds of gold	
L	80-800 pounds of platinum	
M	2d4 gems	
N	3d6 gems	
O	4d8 gems	
P	5d10 gems	
Q	6d12 gems	
R	10d20 gems	
S	1d4 credits per individual	
T	1d8 credits per individual	
U	1d12 credits per individual	
V	Roll on table I (GM manual)	
W	Roll on table IIA (GM manual)	
X	Roll on table IIB (GM manual)	
Y	Roll on table IIC (GM manual)	
Z	Roll on table IIID (GM manual)	

Some creatures are venomous (bite, sting, or hide).  Unless otherwise specified, the following table may be used to determine the effects of this venom on a hit by the creature.  Roll 1d6 and add the creature’s level to the roll.  If the result is larger than 10, use the last entry in the table.  For instance, let’s resolve an attack from a venomous 3rd level creature.  We roll 1d6 and get 5.  Now we add 3 (the creatures level) to get 8.  The result is that the character hit suffers 1d6 rounds of paralysis.

Creature Poison Table

Roll	Description	
1	Blindness lasting 1d4 rounds.	
2	Nausea: character suffers –10% to offense.	
3	Lose 1d4 hp.	
4	Lose 1 strength for 1d6 rounds (never lowers strength below 1).	
5	Fumbling, lasting 1d6 rounds.  Each round, the character must roll higher than his dexterity or else he drops his weapon and must spend the round recovering it.	
6	Nausea: character is helpless for 1d2 rounds.	
7	Hallucinations.- character is helpless for 1d4 rounds	
8	Paralysis lasting 1d6 rounds.	
9	Blindness, permanent.	
10	Lose 1d6 hp per level of creature	

	Note that many of these creatures can be a source of food to a (desperate) adventurer.  Unless otherwise noted, a creature smaller than 1' provides no nutrition.  A creature between 1' and 4' provides nutrition for 1 day, from 4' to 8' for 1 week, and larger creatures for 2 weeks (or more).

Androsphinx

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 60%
MOVEMENT: 10 mph (20 when flying)
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 2-12/2-12
LEVEL: 11
% IN LAIR: 50
SIZE: 21'
INTELLIGENCE: 3
EXPERIENCE POINTS: 2000+10
TREASURE TYPE: Q

	Androsphinxs are winged creatures with the head of a man and the body of a lion.  They are large and strong, but generally avoid other creatures.

Badgers

FREQUENCY: Uncommon
NUMBER APPEARING: 1-3
DEFENSIVE BONUS: 30%
MOVEMENT: 2 mph
HABITAT: Temperate areas
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-2/1-2/1-3
LEVEL: 1
% IN LAIR: 0
SIZE: 2' (20 lbs)
INTELLIGENCE: 1
EXPERIENCE POINTS: 20+2

	Badgers are strong burrowing animals.  A Badger pelt is worth about 10 cr. They attack by biting and with their powerful front paws.

Barguests

FREQUENCY: Extremely Rare
NUMBER APPEARING: 20-120
DEFENSIVE BONUS: 10%
MOVEMENT: 3 mph
HABITAT: Underground
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-8 or by weapon
LEVEL: 4
% IN LAIR: 50
SIZE: 6' (200 lbs)
INTELLIGENCE: 3
EXPERIENCE POINTS: 100+2
TREASURE TYPE: F (M in lair)

	These humanoids are very similar to goblins.  They are dark colored and seldom venture out into the sunlight, preferring caves and the night sky.  They live in tribes and are known to raid at night carrying off livestock and slaves.  They often take goblins for slaves.  They have 60' infrared vision.  They do not build, but live in caves that they steal from other creatures.  They speak the language of goblins.  They are much more hairy than goblins, resembling wolves at a distance.

Barracudas

FREQUENCY: Uncommon
NUMBER APPEARING: 1-10
DEFENSIVE BONUS: 25%
MOVEMENT: 10 mph
HABITAT: Warm salt water
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-8
LEVEL: 1
% IN LAIR: n/a
SIZE: 10' (25 lbs)
INTELLIGENCE: 1
EXPERIENCE POINTS: 20+2
TREASURE TYPE: n/a

	Barracudas are predatory fish which attack anything bright, or moving, or which appears wounded or weak.  They are extremely quick.

Basilisks

FREQUENCY: Rare
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 20%
MOVEMENT: 1 mph
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-10
LEVEL: 6
% IN LAIR: 40
SIZE: 10'
INTELLIGENCE: 1
EXPERIENCE POINTS: 1000+10
TREASURE TYPE: G (50%), D (40%), V (20%)

	Basilisks are large reptiles (10' in length).  They are slow moving, but if they waive their attack they can excrete a nerve gas from pores around their eyes.  This gas will paralyze anyone who is "hit" by it.  The gas cloud lasts for 1 round and is large enough in area only to affect a single creature. Paralyzation lasts for 1d4 hours, during which time the victim will usually be eaten.  Their flesh is poisonous (death in 1d4 days).

Bears

	Brown/Black	Grizzly	Polar	
FREQUENCY:	Common	Uncommon	Uncommon	
NUMBER APPEARING:	1-3	1-2	1-2	
DEFENSIVE BONUS:	25%	30%	30%	
MOVEMENT:	3 mph	4 mph	4 mph	
HABITAT:	Forests	Mountains	Polar	
NUMBER OF ATTACKS PER ROUND:	3	3	3	
DAMAGE PER ATTACK:	1-4/1-4/2-8	1-4/1-4/3-12	1-4/1-4/3-12	
LEVEL:	5	6	6	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	6' (300 lbs)	10' (500 lbs)	12' (600 lbs)	
INTELLIGENCE:	1	2	2	
EXPERIENCE POINTS:	300+1	300+6	300+6	
TREASURE TYPE:	n/a	n/a	n/a	

	Bears are furry mammals that live in forested areas.  They hibernate through cold seasons.  They have good smell but poor eyesight.  If a bear scores both first and second attacks then it automatically gets the third attack.  They are omnivorous and good climbers.  The Polar Bear is a variety that live on ice packs and have white fur, being nearly invisible when not moving.  Other varieties include the Grizzly, Brown, and Black Bears.  They avoid contact with humanoids unless they feel threatened (or the young are threatened) in which case they fight viciously.

Boars

FREQUENCY: Uncommon
NUMBER APPEARING: 1-12
DEFENSIVE BONUS: 15%
MOVEMENT: 4 mph
HABITAT: Forests and brushy areas
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 3-12
LEVEL: 3
% IN LAIR: n/a
SIZE: 4' (100 lbs)
INTELLIGENCE: 1
EXPERIENCE POINTS: 80+4
TREASURE TYPE: n/a

	Boars are a type of wild pig.  They are omnivorous and travel in packs.  They have tusks which they use to slash enemies.  Roughly 25% of those encountered will be young, which do not fight.  Their meat is often considered a delicacy.

Binads

	Binads are cybernetic organisms organized in a strict hierarchy.  What is unusual about them is that an individual at one level controls exactly two individuals of the next lower level, and so forth.  This is the reason for their name, although the name they give themselves is not known.  “Binad” has become such a common name for them that they often use it when interacting with other races.  Not much is known about the mysterious Binads, but it appears their home is another universe, where most of them reside.  It is rumored that there may be as many as 32 levels in their “society”, which would put the total count of Binads at about 8 billion..Although Binads are all part of a rigid hierarchical structure, they show remarkable independence in accomplishing their mysterious goals.  Their motives and goals are unknown, but they do not seem to be generally hostile to anyone or anything which is not hostile to them.  They do keep close track of what goes on in other societies, but only interact with others which is suits their unknown purposes.  All Binads have certain powerful abilities which would make them a nearly irresistable force if they decided to conquer the universes.  However, they seem content to continue their existance without any recorded instances of unprovoked hostilities.  Their home is a solar system that is well protected from invasion, and no known creature other than Binads has ever been inside the Binad home.
	Binads are long lived, often exceeding 1,000 years of age.  The Binad society appears to go back millions of years.  It is rumored that they have much knowledge, and perhaps even continuous access to The Great Computer.  The origins of the Binads is a complete mystery – except to the Binads.  They keep no permanent formal relations with any other society, but may occasionally send temporary diplomats for specific interactions.
	All Binads, except Scouts, are cybernetic.  They have an organic brain, at least, and perhaps some other minimal organs.  Scouts are robots with electronic brains.  All Binads have the following in common: they may phase at will; they may gate their immediate two inferiors to their location (takes 2 rounds); they may gate to the location of either inferior (takes 1 round),. they have constant communications with their two inferiors and their superior (which cannot be jammed or otherwise blocked); they have infrared vision and ultra-violet vision to 1,000’; they are immune to the effects of gravity; they speak common, and have an 85% chance to speak another other language; they suffer no ill effects from the vacuum of space; they regenerate 1 hp/round; they are immune to any form of mind control; and they are affected by attacks as follows:

Attack	Damage	
Acid	Full	
Cold	Half	
Fire	Half	
Poison	None	
Gas	None	
Electricity	Full	
Radition	Half	

Some of the more well-known types of Binads are described hereafter, but none are commonly encountered.

Scout
FREQUENCY: Uncommon
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 0%
MOVEMENT: 5 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-3
LEVEL: 0
% IN LAIR: 0
SIZE: 4' 
INTELLIGENCE: 1
EXPERIENCE POINTS: 1+1
TREASURE TYPE: Nil

Binad scouts are robots, not cyborgs.  They are ovoid, with an mechanical arm extended from the middle of one side. The end of this arm is morphable into nearly any tool.  It can be formed into a weapon under some circumstances, but generally a scout will simply avoid aggressors.  Scouts are capable of seeing the entire spectrum of radiation.  They communicate only with their superior.

Explorer
FREQUENCY: Uncommon
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 2%
MOVEMENT: 6 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6
LEVEL: 1
% IN LAIR: 0
SIZE: 5' 
INTELLIGENCE: 2
EXPERIENCE POINTS: 10+1
TREASURE TYPE: Nil

	Binad Explorers seem to be primarily responsible for research and explxoration.  Each Explorer controls two Scouts which gather the raw data.  The Explorer directs the Scouts, organizes the data, and forwards information on to its superior.  Sometimes the Explorer itself will also personally gather data.  Explorers are vaguely humanoid, though they float and have no appendages which could be called legs.  They do have two arm-like extensions, capable of wielding weapons if necessary.  Explorers will fight if necessary to complete their mission, but this is rarely the case.  Attacking one could thus result in the Explorer vanishing, or gating in its two Scouts to fight, or its superior may gate in to deal with the aggressor, or some combination thereof.  If the Explorer has no weapon to weild, it can emit a laser (see Laser Pistol) from the end of its arms, but only from one per round.

Worker
FREQUENCY: Uncommon
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 4%
MOVEMENT: 7 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-6/1-6
LEVEL: 2
% IN LAIR: 0
SIZE: 6’ 
INTELLIGENCE: 2
EXPERIENCE POINTS: 50+2
TREASURE TYPE: Nil

	Binad Workers seem to be the main work force of the Binad empire.  They resemble Explorers, but are slightly larger and have three eyes, giving them 360-degree vision.  They also can extrude a third arm, when needed, from beneath their torso-like base (this takes 1 round).  Workers have the abilities of a Level 3 Computer Scientist.  They may wield two weapons, or fire two lasers (as per laser pistol) per round.

Exterminator
FREQUENCY: Uncommon
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 6%
MOVEMENT: 8 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: by weapon
LEVEL: 3
% IN LAIR: 0
SIZE: 6’ 
INTELLIGENCE: 3
EXPERIENCE POINTS: 100+3
TREASURE TYPE: Nil

	Binad Exterminators are sent to deal with minor threats to the Binad interests.  They have two eyes and four limb-like appendages.  They can use weapons or fire two innate weapons per round: lasers (as laser rifle) or antimatter beams.  They may use any combination (2 laser, 2 antimatter, or one each) per round.  They have a +5% attack bonus.  They have the abilities of a Level 4 Computer Scientist, plus the following QID abilities (usuable once per round, in addition to other attacks): Detect QID, Detect Illusion, and Missile.

Boggles

FREQUENCY: Very rare
NUMBER APPEARING: 1-8
DEFENSIVE BONUS: 25%
MOVEMENT: 2 mph
HABITAT: Forests
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6
LEVEL: 3
% IN LAIR: 25
SIZE: 4' (90 lbs)
INTELLIGENCE: 2
EXPERIENCE POINTS: 100+4
TREASURE TYPE: C

	These short squat humanoids are found in deep dark forests.  They are similar in appearance to bugbears.  In their lair they are aggressive, but outside are shy.  They are good at thieving however.

Bogies

FREQUENCY: Very Rare
NUMBER APPEARING: 1-6
DEFENSIVE BONUS: 20%
MOVEMENT: 3 mph
HABITAT: Deserts
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-8
LEVEL: 4
% IN LAIR: 25
SIZE: 5' (100 lbs)
INTELLIGENCE: 2
EXPERIENCE POINTS: 150+4
TREASURE TYPE: B

	Bogies are humanoid creatures that live in desert areas.  They are cowardly but will attack any creature or creatures if they feel confident that they are certain to win.

Bovines

FREQUENCY: Common
NUMBER APPEARING: 1-10
DEFENSIVE BONUS: 15%
MOVEMENT: 4
HABITAT: Prairie/Domestic
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-8
LEVEL: 3+12
% IN LAIR: n/a
SIZE: 6' (1/2 ton)
INTELLIGENCE: 1
EXPERIENCE POINTS: 85+4
TREASURE TYPE: n/a

	Bovines include all types of cattle and oxen, wild or domesticated.  Due to domestication, they are found throughout the universe.  Some are used for food (cows) and some for sport (bulls).  Cows (the females) are timid and do not attack.  In a group, 25% will be cows and young.  See "Buffaloes" for information on stampeding.

Brownies

FREQUENCY: Very rare
NUMBER APPEARING: 4-16
DEFENSIVE BONUS: 15%
MOVEMENT: 3 mph
HABITAT: Wooded
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-2
LEVEL: 0+5
% IN LAIR: 20
SIZE: 2'
INTELLIGENCE: 10
EXPERIENCE POINTS: 30+1
TREASURE TYPE: A (25%), B (25%), M (50%)

	Brownies are small humanoids that are found in woodlands.  They are generally friendly, but can blend in with their surroundings and so become invisible. They also posses infrared vision.  They speak their own language.

Buffalo

FREQUENCY: Uncommon
NUMBER APPEARING: 4-40
DEFENSIVE BONUS: 15%
MOVEMENT: 4 mph
HABITAT: Temperate and sub-tropical plains
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-8/1-8
LEVEL: 3
% IN LAIR: n/a
SIZE: 10' (1 ton)
INTELLIGENCE: 1
EXPERIENCE POINTS: 300+8
TREASURE TYPE: n/a

	Buffalo (Bison) are very large mammals which usually travel in herds.  It is possible to stampede them, in which case, those in their path will take damage equal to the number of animals in the herd.  A "miss" indicates half damage.

Bugbears

FREQUENCY: Rare
NUMBER APPEARING: 6-36
DEFENSIVE BONUS: 25%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-8 or by weapon
LEVEL: 3
% IN LAIR: 25
SIZE: 6' (180 lbs)
INTELLIGENCE: 3
EXPERIENCE POINTS: 120+6
TREASURE TYPE: S; B (25%), F, and G in lair

	Bugbears are hairy humanoid creatures of low intelligence.  They have infra-red vision and speak their own language.  They tend to travel in groups and raid the countryside.  They live about 50 years.

Camels

	Bactrian	Dromedary	
FREQUENCY:	Uncommon	Uncommon	
NUMBER APPEARING:	1-12	1-12	
DEFENSIVE BONUS:	15%	15%	
MOVEMENT:	5 mph	5 mph	
HABITAT:	Deserts	Deserts	
NUMBER OF ATTACKS PER ROUND:	1	1	
DAMAGE PER ATTACK:	1-4	1-4	
LEVEL:	3	3	
% IN LAIR:	n/a	n/a	
SIZE:	5' high	7' high	
INTELLIGENCE:	1	1	
EXPERIENCE POINTS:	40+2	40+2	
TREASURE TYPE:	n/a	n/a	

	Camels are found in very warm desert areas.  They can go for up to seven (7) days without water.  They typically have two humps (Bactrian) but can have one (Dromedaries).  They attack by biting, which is common, even for owners.  Alternatively they can kick with hind legs, doing twice normal damage on a hit.

Canines

	Fox	Wolf	Coyote	Guard dog	
FREQUENCY:	Uncommon	Uncommon	Common	Common	
NUMBER APPEARING:	1-2	5-20	5-20	1-6	
DEFENSIVE BONUS:	10%	15%	12%	10%	
MOVEMENT:	3	3	3	3	
HABITAT:	Land	Land	Land	Land	
NUMBER OF ATTACKS PER ROUND: 	1	1	1	1	
DAMAGE PER ATTACK:	1-4	2-16	2-12	2-12	
LEVEL:	1	2	1	1	
% IN LAIR:	5	5	n/a	n/a	
SIZE:	3'	6' (150 lbs)	3'	1'-6' (2-200 lbs)	
INTELLIGENCE:	1	1	1	1	
EXPERIENCE POINTS:	10+1	20+2	10+3	10+2	
TREASURE TYPE:	n/a	n/a	n/a	n/a	

	Canines include a wide variety of mammals including domestic and wild dogs, foxes, wolves, and coyotes.  They usually travel and hunt in packs.  Some cultures consider them to be good food.

Centaurs

FREQUENCY: Rare
NUMBER APPEARING: 3-18
DEFENSIVE BONUS: 25%
MOVEMENT: 5 mph
HABITAT: Woodlands
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-6/1-6
LEVEL: 4
% IN LAIR: 5
SIZE: 8'
INTELLIGENCE: 3
EXPERIENCE POINTS: 85+4
TREASURE TYPE: C, M (50%).  In lair: M (50%), V, W

	Centaurs are creatures with a body much like a horse but with the torso of a humanoid.  They are generally peaceful unless threatened.  They fight with hooves and clubs.  They tend to travel in small bands and speak their own language.

Centipedes

FREQUENCY: Common
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 45%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1
LEVEL: 1
% IN LAIR: n/a
SIZE: 1'
INTELLIGENCE: 0
EXPERIENCE POINTS: 5
TREASURE TYPE: n/a

	Centipedes are multi-legged arachnids which are found nearly everywhere.  The smaller ones can be ignored as they do no damage.  However, some tropical species may grow up to a foot in length, in which case their bite introduces a poison.  This poison does 1 hp of damage immediately and 1% of the time causes death (due to allergic reaction).  Death from poison is avoided if the victim rolls a "miss", but in this case will take 2d6 hp of damage.  They attack when bothered.  They do not serve as food (terrible taste and will induce vomiting in 1d4 rounds, lasting for 1 round).

Chimeras

FREQUENCY: Rare
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 25%
MOVEMENT: 2 mph (10 in flight)
HABITAT: Mountainous regions
NUMBER OF ATTACKS PER ROUND: 6
DAMAGE PER ATTACK: 1-3/1-3/1-4/1-6/2-8/2-12
LEVEL: 7
% IN LAIR: 40
SIZE: 8'
INTELLIGENCE: 2
EXPERIENCE POINTS: 1000+10
TREASURE TYPE: C, D

	Chimeras are creatures with three heads, one of a lion, one of a goat, and one of a dragon.  The fore legs are those of a lion while the rear legs are those of a goat.  It also has dragon-like wings.  It can attack with all four legs, and all three heads.  They are rather foul-tempered and will attack without provocation.

Chupacabra

FREQUENCY: Extremeley Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 5%
MOVEMENT: 5 mph
HABITAT: Jungles
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-8
LEVEL: 7
% IN LAIR: 60
SIZE: 8'
INTELLIGENCE: 2
EXPERIENCE POINTS: 1000+10
TREASURE TYPE: C

	The Chupacabra is an elusive, vaguely monkey-like, creature which only ventures out of its lair at night when in need of food.  It moves silently on the ground or through the trees looking for sleeping victims.  When one is found, it gently bites any exposed flesh.  A substance in its saliva deadens the nerves so that its bite does not wake the victim.  It then sucks all of the blood from the victim, doing 1-8 hp per round until the victim is dead, at which point all blood is drained.  Then it takes 1-6 additional rounds to suck out the internal organs of the victim.  Although it can feed on any animal, it prefers mammals, and seems to have a particular taste for humanoids.

Cockatrice

FREQUENCY: Rare
NUMBER APPEARING: 1-6
DEFENSIVE BONUS: 30%
MOVEMENT: 2 mph (10 in flight)
HABITAT: Tropical areas
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 5
% IN LAIR: 30
SIZE: 2'
INTELLIGENCE: 1
EXPERIENCE POINTS: 300+6
TREASURE TYPE: C

	Cockatrices are animals resembling roosters but with dragon-like wings and tail.  Note that on a successful hit, the cockatrice must make another "miss" or the victim will be paralyzed due to venom.  This paralyzation will last for 1d4 hours.

Criosphinx

FREQUENCY: Extremely rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 60%
MOVEMENT: 5 mph (10 when flying)
HABITAT: Mountainous regions
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 2-12/2-12
LEVEL: 11
% IN LAIR: 50
SIZE: 8'
INTELLIGENCE: 2
EXPERIENCE POINTS: 2000+10
TREASURE TYPE: Q

	These winged creatures have the body of a lion and the head of a ram.  They attack with foreclaws and by butting.

Crocodiles

	Crocodile	Alligator	Phytosaur	
FREQUENCY:	Uncommon	Uncommon	Rare	
NUMBER APPEARING:	2-20	2-8	1-2	
DEFENSIVE BONUS:	25%	23%	25%	
MOVEMENT:	2 mph (3 in water)	2 mph (3 in water)	2 mph (3 in water)	
HABITAT:	Tropical aquatic	Subtropical aquatic	Oceans	
NUMBER OF ATTACKS PER ROUND:	1	1	1	
DAMAGE PER ATTACK:	2-12	2-12	3-18	
LEVEL:	4	4	5	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	30'	20'	40'	
INTELLIGENCE:	1	1	1	
EXPERIENCE POINTS:	60+3	60+2	70+2	
TREASURE TYPE:	n/a	n/a	n/a	

	Crocodiles are large reptiles, most at home in the water.  Some are marine and some are fresh-water species.  This category also includes Alligators, and Phytosaurs.  In temperatures under freezing, they hibernate.  In temperatures under 60 degrees F, they are sluggish (movement rate cut by 50%).  In warm weather, the females lay a clutch of 10-80 eggs, which they protect until they hatch.

Cyclops

FREQUENCY: Very rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 50%
MOVEMENT: 3 mph
HABITAT: Mountains and caves
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 3-18/3-18
LEVEL: 10
% IN LAIR: 25
SIZE: 25'
INTELLIGENCE: 3
EXPERIENCE POINTS: 900+10
TREASURE TYPE: V

	Cyclops are giant humanoids with a single eye in the middle of their forehead.  They are typically armed with clubs (tree trunks).  They attack by stomping opponents as well as striking with club or fists.  They are dumb brutes and attack with intent to eat their victims.

Dinosaurs

	Dinosaurs are reptiles descended from a variety of species called Thecodonts. Detailed descriptions of the various types will not be given, but all major forms will be covered.  The meat eaters are aggressive and will chase anything that looks like food (any mobile object smaller than they).  They are fairly dumb and are only found in tropical regions.

Allosaurs

	Allosaurus	Gorgosaurus	Tyrannosaurus Rex	
FREQUENCY:	Uncommon	Rare	Very Rare	
NUMBER APPEARING:	1-2	1-2	1-2	
DEFENSIVE BONUS:	25%	30%	40%	
MOVEMENT:	4 mph	5 mph	5 mph	
HABITAT:	Plains	Plains	Plains	
NUMBER OF ATTACKS PER ROUND:	3	3	3	
DAMAGE PER ATTACK:	1-8/1-8/4-32	1-6/1-6/4-32	1-10/1-10/4-40	
LEVEL:	19	18	20	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	42'	35' (3 tons)	50'	
INTELLIGENCE:	1	1	1	
EXPERIENCE POINTS:	6500+25	6000+20	7000+20	
TREASURE TYPE:	n/a	n/a	n/a	

	These species consist of Allosaurus (Antrodemus), Gorgosaurus, and Tyrannosaurus Rex.  They stand upright, their forelegs being small and nearly useless.  They are carnivorous and swallow human-sized creatures whole on a roll of 18 or better (Tyrannosaurus Rex), 19 or better (Allosaurus), or 20 (Gorgosaurus).  Swallowed creatures take 2-20 hp automatically each round.

Anklyosaurs

	Anklyosaurus	Panoplosaurus	
FREQUENCY:	Uncommon	Rare	
NUMBER APPEARING:	2-4	1-4	
DEFENSIVE BONUS:	50%	50%	
MOVEMENT:	2 mph	2 mph	
HABITAT:	Land	Land	
NUMBER OF ATTACKS PER ROUND:	1	1	
DAMAGE PER ATTACK:	3-18	3-18	
LEVEL:	9	8	
% IN LAIR:	n/a	n/a	
SIZE:	33'	15'	
INTELLIGENCE:	1	1	
EXPERIENCE POINTS:	1000+10	9000+8	
TREASURE TYPE:	n/a	n/a	

	These herbivores are heavily armor-platted.  Their tail is their weapon, consisting of a club-like end or spikes.  The business-end of the tail is whipped around at that which bothers the dinosaur.  This type of dinosaur includes  Anklyosaurus and Panoplosaurus.  Panoplosaurus also has a line of literal spikes running the length of the body.

Archelon Ischyras

FREQUENCY: Uncommon
NUMBER APPEARING: 1-6
DEFENSIVE BONUS: 35%
MOVEMENT: 1 mph (4 when swimming)
HABITAT: Seas
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 3-12
LEVEL: 7
% IN LAIR: n/a
SIZE: 12'
INTELLIGENCE: 1
EXPERIENCE POINTS: 200+5
TREASURE TYPE: n/a

	This is not technically a dinosaur, but actually a gigantic sea turtle.  It is much larger than even giant turtles.  It defends itself by biting with its beak, but would rather run than fight.

Brontosaurs

	Brontosaurus	Brachiosaurus	Camarasaurus	Diplodocus	
FREQUENCY:	Common	Uncommon	Rare	Uncommon	
NUMBER APPEARING:	1-6	1-6	1-6	1-4	
DEFENSIVE BONUS:	25%	25%	25%	20%	
MOVEMENT:	2	2	2	2	
HABITAT:	Swamps	Swamps	Swamps	Swamps	
NUMBER OF ATTACKS PER ROUND:	1	1	1	1	
DAMAGE PER ATTACK:	4-24	4-32	4-24	4-40	
LEVEL:	32	33	31	34	
% IN LAIR:	n/a	n/a	n/a	n/a	
SIZE:	70' (32 tons)	80' (80 tons)	60' (25 tons)	90' (12 tons)	
INTELLIGENCE:	1	1	1	1	
EXPERIENCE POINTS:	5000+30	5500+20	5000+10	6000+10	
TREASURE TYPE:	n/a	n/a	n/a	n/a	

	These creatures are of huge bulk, having long necks and tails and four thick legs.  They spend a great deal of time in swamps where the water helps to support their weight.  They are herbivores but will defend themselves by sweeping their massive tails and tend to step on small creatures.  This type of dinosaur is represented by the Brontosaurs (Apatosarus), Brachiosaurus, Camarasaurus, and Diplodocus.

Ceratopsians

	Monoclonius	Triceratops	Styracosaurus	
FREQUENCY:	Common	Common	Uncommon	
NUMBER APPEARING:	2-12	2-8	1-6	
DEFENSIVE BONUS:	30%	40%	35%	
MOVEMENT:	3 mph	3 mph	3 mph	
HABITAT:	Plains and forests	Plains and forests	Plains and forests	
NUMBER OF ATTACKS PER ROUND:	1	1	1	
DAMAGE PER ATTACK:	1-4	2-16	1-10	
LEVEL:	1	10	8	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	18' (4 tons)	30' (12 tons)	18' (4 tons)	
INTELLIGENCE:	1	1	1	
EXPERIENCE POINTS:	10+1	2000+10	2000+2	
TREASURE TYPE:	n/a	n/a	n/a	

	The horned dinosaurs are herbivores with a front plate of bone covering their heads.  From this extend horns which can be used in defense.  The Triceratops has three horns (two long and one shorter) while the Styracosaurus has a single horn plus spikes around the edge of the bone plating.  The Monoclonius has but a single horn and is slightly smaller than its cousins.

Compsognathus

FREQUENCY: Uncommon
NUMBER APPEARING: 1-10
DEFENSIVE BONUS: 25%
MOVEMENT: 5 mph
HABITAT: Plains
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 1
% IN LAIR: n/a
SIZE: 3' (15 lbs)
INTELLIGENCE: 1
EXPERIENCE POINTS: 5+1
TREASURE TYPE: n/a

	These small carnivores are found in groups and will attack anything up to their own size (singly) or any size creature (in groups).  If injured, they flee.

Pelycosaurs

	Dimetrodon	Edaphosaurus	
FREQUENCY:	Uncommon	Rare	
NUMBER APPEARING:	1-2	1-2	
DEFENSIVE BONUS:	30%	20%	
MOVEMENT:	3 mph	3 mph	
HABITAT:	Swamps	Swamps	
NUMBER OF ATTACKS PER ROUND:	1	1	
DAMAGE PER ATTACK:	3-18	1-4	
LEVEL:	5	1	
% IN LAIR:	n/a	n/a	
SIZE:	10'	10'	
INTELLIGENCE:	1	1	
EXPERIENCE POINTS:	60+3	10+1	
TREASURE TYPE:	n/a	n/a	

	These pelycosaurs have large sail-like extensions to their backbones.  They have large mouths with powerful jaws set with many teeth.  The Edaphosaurus is similar to Dimetrodon, but it is an herbivore and generally non-dangerous.

Dinichthys

FREQUENCY: Uncommon
NUMBER APPEARING: 3-18
DEFENSIVE BONUS: 20%
MOVEMENT: 5
HABITAT: Oceans
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 3-12
LEVEL: 4 to 8
% IN LAIR: n/a
SIZE: 30'
INTELLIGENCE: 1
EXPERIENCE POINTS: 250+5
TREASURE TYPE: n/a

	These placoderms are large fish with sharp teeth, capable of making short work of humanoids, who appear to be food.

Megalosaurs

	Ceratosaurus	Megalosaurus	Teratosaurus	
FREQUENCY:	Uncommon	Uncommon	Rare	
NUMBER APPEARING:	1-2	1-2	1-2	
DEFENSIVE BONUS:	25%	25%	25%	
MOVEMENT:	3 mph	3 mph	3 mph	
HABITAT:	Plains	Plains	Plains	
NUMBER OF ATTACKS PER ROUND:	1	1	1	
DAMAGE PER ATTACK:	2-12	3-18	2-12	
LEVEL:	9+9	10+10	8+8	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	20' (1/2 ton)	30' (1 ton)	20' (1/2 ton)	
INTELLIGENCE:	1	1	1	
EXPERIENCE POINTS:	1000+2	1000+10	1000+2	
TREASURE TYPE: 	n/a	n/a	n/a	

	These dinosaurs are smaller cousins of the Allosaurs.  They cannot swallow whole humanoids but are vicious carnivores nonetheless.  They can walk on all fours or just their hind legs.  These types include Ceratosaurus, Megalosaurus, and Teratosaurus.

Mosasaurs

	Mosasaurus	Plesiosaurus	Ichthyosaurus	
FREQUENCY:	Uncommon	Common	Uncommon	
NUMBER APPEARING:	1-4	1-2	1-2	
DEFENSIVE BONUS:	15%	20%	10%	
MOVEMENT:	5 mph	5 mph	5 mph	
HABITAT:	Seas	Seas	Seas	
NUMBER OF ATTACKS PER ROUND:	1	1	1	
DAMAGE PER ATTACK:	3-24	3-24	2-12	
LEVEL:	9+9	10+10	8+8	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	35'	40'	10'	
INTELLIGENCE:	1	1	1	
EXPERIENCE POINTS:	1000+5	1000+10	1000+1	
TREASURE TYPE:	n/a	n/a	n/a	

	These dinosaurs are marine creatures, but have flippers that allow limited movement on land (base 1 mph).  These include Mosasaurus, Plesiosaurus, and Ichthyosaurus.

Ornitholestes

FREQUENCY: Uncommon
NUMBER APPEARING: 1-12
DEFENSIVE BONUS: 30%
MOVEMENT: 4 mph
HABITAT: Plains
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 2
% IN LAIR: n/a
SIZE: 6'
INTELLIGENCE: 1
EXPERIENCE POINTS: 60+3
TREASURE TYPE: n/a

	These small carnivores are fast and travel in small groups.  They typically feed on eggs and will flee any aggressive opponents.  However, they will fight if cornered, or if protecting eggs.

Pterosaurs

FREQUENCY: Common
NUMBER APPEARING: 3-18
DEFENSIVE BONUS: 15%
MOVEMENT: 1 mph (5 mph when flying)
HABITAT: Mountainous areas
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6
LEVEL: 3
% IN LAIR: n/a
SIZE: 25' (wingspan)
INTELLIGENCE: 1
EXPERIENCE POINTS: 80+4
TREASURE TYPE: n/a

	These flying dinosaurs are actually gliders and must climb to high places in order to soar, but can remain aloft all day, if desired.  They typically eat fish, which they scoop up during dives.  They generally do not attack anything else unless it appears helpless or threatening.  These include Pterosaurs and Pteranodons.

Stegosaurus

FREQUENCY: Common
NUMBER APPEARING: 2-8
DEFENSIVE BONUS: 15%
MOVEMENT: 2
HABITAT: Plains and Forests
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 4-24
LEVEL: 15
% IN LAIR: n/a
SIZE: 25' (4 tons)
INTELLIGENCE: 1
EXPERIENCE POINTS: 3000+20
TREASURE TYPE: n/a

	This dinosaurs has armor plates along its back and tail, which ends in several spikes.  These spikes are its only means of defense and only used when threatened.

Misc.

	Camptosaurus	Iguanodon	Anatosaurus	
FREQUENCY:	Uncommon	Uncommon	Common	
NUMBER APPEARING:	4-24	4-24	4-24	
DEFENSIVE BONUS:	25%	20%	20%	
MOVEMENT:	3 mph	3 mph	3 mph	
HABITAT:	Any	Any	Any	
NUMBER OF ATTACKS PER ROUND:	n/a	n/a	n/a	
DAMAGE PER ATTACK:	n/a	n/a	n/a	
LEVEL:	6	6	6	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	25'	30' (7 tons)	30' (7 tons)	
INTELLIGENCE:	1	1	1	
TREASURE TYPE:	n/a	n/a	n/a	

	These slow dinosaurs are herbivores and non-aggressive.  They travel either on their hind legs or all four legs.  They run away at the first sign of danger. Included in this category are Camptosaurus, Iguanodon, and Anatosaurus.

Dragons

FREQUENCY: Uncommon
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 45%
MOVEMENT: 3 mph (10 mph when flying)
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-6/1-6/3-24
LEVEL: 7-9
% IN LAIR: 25
SIZE: 40'
INTELLIGENCE: 3
EXPERIENCE POINTS: 2000+10
TREASURE TYPE: W, X, Y

	Dragons are large flying reptiles.  Distantly related to Dinosaurs, these beasts are highly intelligent and warm-blooded.  The first two attacks are from taloned forelegs, the third from biting.  The dragon may also opt to use its breath weapon instead of other attacks.  Breath weapons can be used up to three times per day (once every eight hours).  A breath weapon attack does an amount of damage equal to the dragon's base hit points.  A "miss" indicates that a victim only takes half damage.  Breath weapons cover an area of 30' square up to 10' distant from the dragon.

	Dragons are only found asleep in their lairs (50% chance).  They have very keen senses and can hear and smell better than most animals.  They also possess infrared vision to 50'.

	The dragon is  typically found in forested mountains. Its breath weapon is a chemical produced by a gland in the head.  This chemical reacts violently with air, erupting into flames once outside the dragon's body.  Dragons take only half damage from fire attacks (one quarter if a second to hit roll misses).

	Dragon meat is bad tasting and causes sickness as per poison (random poison selection).

Dryads

FREQUENCY: Very rare
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 5%
MOVEMENT: 3 mph
HABITAT: Woodlands
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 1-2
% IN LAIR: 10
SIZE: 5' (110 lbs)
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 100+2
TREASURE TYPE: G, P (50%)

	Dryads are shy humanoids living in woodlands.  They are all female as they find other humanoid species to mate with.  Because their genes are dominant over those of the non-dryad, only dryads are born of these unions - and they will be females (eggs fertilized with Y chromosomes are not viable).  They are extremely attractive, having comeliness scores in excess of 17.  Mates are sometimes found living with them.  There is a base 50% chance that a dryad will request a single male member to accompany them.  This person has a base 50% chance of doing so, minus 1% per level.  Those who accompany a dryad have a 50% chance of never returning, or else returning in 1d4 years.

	They speak their own language (and possibly others).

Duergar

FREQUENCY: Uncommon
NUMBER APPEARING: 50-500
DEFENSIVE BONUS: 20%
MOVEMENT: 2 mph
HABITAT: Caves
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-8 or by weapon
LEVEL: 1
% IN LAIR: 50
SIZE: 5' (150 lbs)
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 50+1
TREASURE TYPE: C, in lair: G (50%), H, M

	Duergar are short and sturdy humanoids, resembling dwarves in appearance (although dwarves are humans afflicted with a genetic disorder, whereas Duergar are a race).  They speak their own language (and possibly others). They live underground, where they mine and carve great cities from the stone. They are generally peaceful unless threatened.

Eels

	Marine	Lamprey	Electric	
FREQUENCY: 	Uncommon	Common	Rare	
NUMBER APPEARING:	1-4	2-12	1-2	
DEFENSIVE BONUS:	15%	10%	10%	
MOVEMENT:	2 mph	2 mph	1 mph	
HABITAT:	Oceans	Fresh and salt water	Muddy rivers	
NUMBER OF ATTACKS PER ROUND:	1	1	1	
DAMAGE PER ATTACK:	1-4	1-3	1-6	
LEVEL:	2	1	1	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	7' (30 lbs)	3'	3'	
INTELLIGENCE:	1	1	1	
EXPERIENCE POINTS:	40+2	40+1	40+4	
TREASURE TYPE:	n/a	n/a	n/a	

	Eels are a type of fish, found in both salt and fresh water.  They are only aggressive when they feel threatened.

	Typical of fresh water varieties is the lamprey, whose attack is to attach and suck blood from the victim.  After the initial successful attack, the lamprey continues to draw blood each round thereafter automatically, not requiring another hit roll.  They are easily removed at the rate of one every 5 seconds.  Lampreys are considered a delicacy by some, and as nothing better than bait by others.

	One other fresh water species of note is the Electric Eel, whose attack is by a powerful electric shock (about 600 volts), doing 1d6 hit points of damage.  Further, a victim of the shock, if still alive after the damage, must make a constitution check or become unconscious.  An unconscious person will drown in 4 minutes unless out of the water.  This attack can be done once per round for three rounds.  After that, the eel must rest for one hour, minimum, before using this attack again.

	Marine eels attack by biting.  They are considered a delicacy by some people.

Elves

FREQUENCY: Uncommon
NUMBER APPEARING: 10-100
DEFENSIVE BONUS: 25%
MOVEMENT: 3 mph
HABITAT: Forests or caves
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-8 or by weapon
LEVEL: 1
% IN LAIR: 10
SIZE: 5' (100 lbs)
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 40+2
TREASURE TYPE: N, G, S, T

	Elves are a humanoid race noted for their pointed ears and generally fair complexions.  The dark-complexioned Drow are a sub-species who live underground.  They are all lithe creatures and speak their own language as well as others.

Equines

FREQUENCY: Common
NUMBER APPEARING: 1-20
DEFENSIVE BONUS: 15%
MOVEMENT: 4 mph
HABITAT: Plains or domestic
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-8
LEVEL: 2
% IN LAIR: n/a
SIZE: 8'
INTELLIGENCE: 1
EXPERIENCE POINTS: 80+4
TREASURE TYPE: n/a

	Horses are commonly used for transport.  They fight by biting or kicking. They can kick with either front or rear legs.  This category includes all forms of horses, donkeys, and mules.

Fairies

FREQUENCY: Rare
NUMBER APPEARING: 10-40
DEFENSIVE BONUS: 25%
MOVEMENT: 1 mph (3 mph when flying)
HABITAT: Forests
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-2
LEVEL: 1
% IN LAIR: 5
SIZE: 6" (1 lb)
INTELLIGENCE: 3
EXPERIENCE POINTS: 20+1
TREASURE TYPE: V

	These tiny but intelligent humanoid creatures are equipped with wings for flying.  They typically live in burrows, staying out of sight during the day. At night the come forth.  They are phosphorescent, providing tiny dancing lights of blue, green, pink, or yellow.  They are shy, but will fight if cornered.  Method of defense is biting (they have needle sharp teeth).

	They are extremely toxic.  Eating just one will cause a loss of one point of strength and constitution per hour, until both reach zero, at which time the character will die.

Firedrakes

FREQUENCY: Uncommon
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 45%
MOVEMENT: 2 mph (5 mph when flying)
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-6/1-6/2-12
LEVEL: 4
% IN LAIR: n/a
SIZE: 2'
INTELLIGENCE: 1
EXPERIENCE POINTS: 200+1
TREASURE TYPE: n/a

	These tiny relatives to dragons are not intelligent.  They can attack with claws or by biting.  They may opt to breathe fire up to once every six hours, which does 3-24 hp of damage.  Their flesh is terrible tasting, but not poisonous.

Felines

	Lion	Cougar	Smilodon	Lynx	Leopard	
FREQUENCY:	Uncommon	Uncommon	Rare	Rare	Rare	
NUMBER APPEARING:	1-20	1-2	1-2	1-2	1-2	
DEFENSIVE BONUS:	20%	20%	20%	20%	20%	
MOVEMENT:	5 mph	5 mph	5 mph	5 mph	5 mph	
HABITAT:	grasslands	Forests	Forests	Forests	Jungles	
NUMBER OF ATTACKS PER ROUND:	3	3	3	3	3	
DAMAGE PER ATTACK:	1-3/1-3/1-6	1-3/1-3/1-6	1-4/1-4/1-8	1-2/1-2/1-4	1-3/1-3/1-6	
LEVEL:	4	4	5	3	4	
% IN LAIR:	10	10	10	10	10	
SIZE:	12' (550 lbs)	8' (200 lbs)	15' (600 lbs)	3' (25 lbs)	9' (130 lbs)	
INTELLIGENCE:	1	1	1	1	1	
EXPERIENCE POINTS:	200+4	200+4	300+2	100+1	200+4	
TREASURE TYPE:	n/a	n/a	n/a	n/a	n/a	

	These predators can climb well and run very fast.  They attack with both claws and if they make both of the first two attacks then they automatically make the third attack (rake with hind legs).  Felines include cheetahs, leopards, lions, cougars, lynxes, saber-tooth tigers (smilodons), and tigers.

	Their flesh is considered bad tasting by most people.  However it is not poisonous.

Flightless Birds

	Ostrich	Emu	Rhea	
FREQUENCY:	Common	Uncommon	Uncommon	
NUMBER APPEARING:	3-18	1-4	2-24	
DEFENSIVE BONUS:	15%	15%	15%	
MOVEMENT:	6 mph	6 mph	5 mph	
HABITAT:	Tropical plains	Tropical plains	Tropical plains	
NUMBER OF ATTACKS PER ROUND:	1	1	1	
DAMAGE PER ATTACK:	1-4 or 2-8	1-4 or 2-8	1-4 or 2-8	
LEVEL:	1	1	1	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	8' (300 lbs)	6' (130 lbs)	5'	
INTELLIGENCE:	1	1	1	
EXPERIENCE POINTS:	20+1	20+1	20+1	
TREASURE TYPE:	n/a	n/a	n/a	

	Flightless birds include the Ostrich, Emu, and Rhea.  They have large legs which allow them rapid bipedular movement.  They can attack by pecking (1-4 hp) or by kicking (2-8).  They are non-aggressive and avoid contact with anything threatening, but will fight if cornered.

Frogs, Poisonous

FREQUENCY: Common
NUMBER APPEARING: 4-40
DEFENSIVE BONUS: 5%
MOVEMENT: 1 mph
HABITAT: Swamps, lakes, and ponds
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1
LEVEL: 1-4
% IN LAIR: n/a
SIZE: 1"-6"
INTELLIGENCE: 1
EXPERIENCE POINTS: 1+1
TREASURE TYPE: n/a

	Normal frogs are small amphibians that generally are not a threat to anything larger than an earthworm.  Normal frogs have no attacks.  However, certain tropical species have poisonous skins.  This poison can cause damage if it touches the skin of humanoids.  There is a 1% chance that an individual will be allergic to the poison of a particular species and will die in 1d4 rounds due to allergic reaction.  Toads are similar to frogs except they are found in dryer areas.  Some are poisonous but most are not.  Anyone eating a poisonous variety will be affected as if taking poison (random poison selection).

Ghouls

FREQUENCY: Rare
NUMBER APPEARING: 2-12
DEFENSIVE BONUS: 20%
MOVEMENT: 2 mph
HABITAT: Tombs
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-3/1-3/1-6
LEVEL: 3
% IN LAIR: 20
SIZE: 6' (150 lbs)
INTELLIGENCE: 2
EXPERIENCE POINTS: 60+3
TREASURE TYPE: E, V (50%)

	Ghouls are disgusting humanoid creatures which feed on carrion.  They are found typically in tombs and graveyards, where they dig up remains.  They will attack living creatures as well, using claws and teeth.  Anyone "hit" by a ghoul must make another roll;  a "hit" indicates that microbes from the wounds have caused a random acute disease with onset in 1d4 rounds.  There is a 50% chance that anyone eating Ghoul flesh will be affected as per poison (random poison selection).

Geryon

FREQUENCY: Very Rare
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 20%
MOVEMENT: 3 mph
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-6/1-6/1-6
LEVEL: 3
% IN LAIR: 20
SIZE: 6'
INTELLIGENCE: 2
EXPERIENCE POINTS: 90+3
TREASURE TYPE: E

	Geryons are weird creatures that appear to be some biological engineering attempt gone awry.  They have varying appearances.  Usually they have two legs and walk upright, but have been known to have four or six (in which case they run on all fours/sixes).  Fewer legs mean larger legs.  Their bodies consist of a common base out of which grow three different torsos, each with a head.  The toal number of arms is even, but can be distributed among the torsos in various configurations.  The most common is two arms per torso (six total).  The presence of three heads doesn’t seem to interfere with their ability to act as one.  They are rarely found asleep since at least one head is alert at all times.  They commonly have wings (80% chance) which allows them to fly at 10 mph.  The torsos and heads appear humanoid, but the appearance is only skin-deep.

Glyptodonts

FREQUENCY: Uncommon
NUMBER APPEARING: 2-4
DEFENSIVE BONUS: 50%
MOVEMENT: 2 mph
HABITAT: Land
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 3-18
LEVEL: 9
% IN LAIR: n/a
SIZE: 9'
INTELLIGENCE: 1
EXPERIENCE POINTS: 1000+10
TREASURE TYPE: n/a

	These large herbivores are related to armadillos and are heavily armor-platted.  Their tail is their weapon, consisting of a spiked end.  The business-end of the tail is whipped around at that which bothers it.

Gnomes

FREQUENCY: Uncommon
NUMBER APPEARING: 40-400
DEFENSIVE BONUS: 25%
MOVEMENT: 3 mph
HABITAT: Underground
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 1
% IN LAIR: 50
SIZE: 3'
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 40+2
TREASURE TYPE: C.  In lair: F, M

	These small humanoids are similar to Duergar.  They have their own language and tend to avoid contact with other humanoid species.  They mine and create cities underground and have 60' infrared vision.

Goblins

FREQUENCY: Uncommon
NUMBER APPEARING: 40-400
DEFENSIVE BONUS: 20%
MOVEMENT: 2 mph
HABITAT: Underground
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 1
% IN LAIR: 50
SIZE: 3'
INTELLIGENCE: 3
EXPERIENCE POINTS: 10+1
TREASURE TYPE: F.  In lair: M (50%)

	These small humanoids are short, squat, and of low intelligence.  They are generally dark colored and rarely venture out into the sunlight, preferring caves and the night sky.  They live in tribes and are known to raid at night, carrying off livestock and slaves.  They have 60' infrared vision.  They do not build, but live in caves that they enlarge.  They speak their own tongue.

Gorgons

FREQUENCY: Very rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 25%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6
LEVEL: 6
% IN LAIR: 50
SIZE: 6'
INTELLIGENCE: 2
EXPERIENCE POINTS: 700+10
TREASURE TYPE: B, G, M, V

	These humanoid creatures have snake-like growths on their heads which will strike at any enemies.  They will aggressively attack and kill any living thing, which they then eat.  The snakes have a venom which requires another to hit roll.  If there is a miss, the victim only takes the specified damage, otherwise, the venom paralyzes the victim, making him rigid.  This paralyzation lasts 1d6 hours.

	Gorgons cannot be domesticated.

	Gorgon flesh is extremely toxic, resulting in death in 1d4 rounds.  Gorgons themselves are immune to the flesh of other Gorgons and will feed upon each other if no other prey is available.

Griffons

FREQUENCY: Common
NUMBER APPEARING: 2-12
DEFENSIVE BONUS: 35%
MOVEMENT: 3 mph (10 mph when flying)
HABITAT: Cliffs
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-3/1-3/2-12
LEVEL: 7
% IN LAIR: 25
SIZE: 9'
INTELLIGENCE: 1
EXPERIENCE POINTS: 400+10
TREASURE TYPE: C, S

	These creatures have the hind quarters and tail of a lion and the head and wings of an eagle.  The forelegs are taloned.  They are excellent hunters, preying on small animals.  They avoid contact with humanoids but will fight fiercely if cornered, or if young are threatened.  They can be domesticated with some work.

Gremlins

FREQUENCY: Uncommon
NUMBER APPEARING: 2-12
DEFENSIVE BONUS: 0%
MOVEMENT: 3 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 1
% IN LAIR: 25
SIZE: 2'
INTELLIGENCE: 1
EXPERIENCE POINTS: 100+1
TREASURE TYPE: C (in lair)

	These diminuative humanoid creatures are known for avidly collecting things they find interesting.  Usually that means vital parts of equipment. A colony of Gremlins is quite capable of rendering a ship completely helpless in a few hours. They will run from danger, unless cornered (in which case they can bite).  They lair anywhere that they feel is difficult for larger creatures to enter.
Harpies

FREQUENCY: Rare
NUMBER APPEARING: 2-12
DEFENSIVE BONUS: 30%
MOVEMENT: 2 mph (6 mph when flying)
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-3/1-3/2-12
LEVEL: 3
% IN LAIR: 25
SIZE: 6'
INTELLIGENCE: 2
EXPERIENCE POINTS: 150+4
TREASURE TYPE: F

	These creatures have the upper torso of a female and the wings and lower body of an eagle (the Harpy Bat has the wings and lower body of a bat).  They can imitate nearly any sound - typically that of a female in distress.  When a creature comes to investigate, they attack, using talons and hand-held weapons. Victims are then eaten.

Hell Hound

FREQUENCY: Rare
NUMBER APPEARING: 1-6
DEFENSIVE BONUS: 10%
MOVEMENT: 5 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or 2-12
LEVEL: 3
% IN LAIR: 25
SIZE: 6'
INTELLIGENCE: 1
EXPERIENCE POINTS: 150+4
TREASURE TYPE: F

	These canine-like creatures resemble large Mastiffs with blood red eyes.  They are black, but glow in the dark (equivalent light to a candle).  They bit for 1-6 hp.  They are able to breathe out a flammable gas which bursts into flame upon contact with the air doing 2-12 hp, to a distance of 10’.  They can also squirt the fluid from their eyes to 5’.  They may only use one of these attacks per round.

Hieracosphinxs

FREQUENCY: Very rare
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 45%
MOVEMENT: 3 mph (10 mph when flying)
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 2-8/2-8/1-8
LEVEL: 9
% IN LAIR: 25
SIZE: 8'
INTELLIGENCE: 1
EXPERIENCE POINTS: 1000+5
TREASURE TYPE: V

	Hieracosphinxs are winged creatures with the body of a lion and the head of a hawk.  They hunt for animals of dog-size or smaller, avoiding larger animals. They attack with front claws and beak if engaged in battle.

Hippocampus

FREQUENCY: Rare
NUMBER APPEARING: 2-8
DEFENSIVE BONUS: 25%
MOVEMENT: 6 mph
HABITAT: Marine
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 4
% IN LAIR: n/a
SIZE: 10'
INTELLIGENCE: 1
EXPERIENCE POINTS: 60+3
TREASURE TYPE: n/a

	This marine mammal has the head and neck of a horse and the body and tail of a dolphin.  They are very fast and have been known to chase off sharks.  They can be used as marine mounts.

Hippogriffs

FREQUENCY: Rare
NUMBER APPEARING: 2-8
DEFENSIVE BONUS: 25%
MOVEMENT: 4 mph (10 mph when flying)
HABITAT: Rocky crags
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-4/1-4/1-8
LEVEL: 3
% IN LAIR: 10
SIZE: 9'
INTELLIGENCE: 1
EXPERIENCE POINTS: 60+3
TREASURE TYPE: M

	These animals have the hindquarters of a horse and the front of a griffin. If trained from youth, they can be used as mounts.

Hippopotami

FREQUENCY: Common
NUMBER APPEARING: 2-8
DEFENSIVE BONUS: 20%
MOVEMENT: 2 mph (3 mph when swimming)
HABITAT: Tropical fresh water and shores
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-12
LEVEL: 7
% IN LAIR: n/a
SIZE: 16' (9,900 lbs)
INTELLIGENCE: 1
EXPERIENCE POINTS: 350+5
TREASURE TYPE: n/a

	Hippopotami are found in lakes and rivers.  They are herbivores but will aggressively defend themselves and their young.  They are notoriously bad tempered.  Anyone coming within 50' of a hippopotamus will cause the animal to become aggressive.  They have a 50% chance of capsizing any water craft which weighs less than 1,000 pounds on each attack.  Once the craft is capsized, there is only a 10% chance that they will attack the occupants, instead concentrating on the craft.

	Hippopotami are not domesticatable.

	Hippopotamus flesh is very fatty, but tastes good and is nutritious.  The two tusk-like canine teeth are as valuable as ivory, being worth 200 cr each.

Hobgoblins

FREQUENCY: Uncommon
NUMBER APPEARING: 20-200
DEFENSIVE BONUS: 25%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-8 or by weapon
LEVEL: 1
% IN LAIR: 33
SIZE: 5' (110 lbs)
INTELLIGENCE: 3
EXPERIENCE POINTS: 20+1
TREASURE TYPE: A, S.  In lair: G, M

	These humanoids are tall, heavy, and of low intelligence.  They are generally dark colored.  They live in tribes and are known to raid small settlements, carrying off livestock and slaves.  They have 60' infrared vision and they speak their own tongue.

Homunculus

FREQUENCY: Very rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 20%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 2
% IN LAIR: n/a
SIZE: 4'
INTELLIGENCE: 2
EXPERIENCE POINTS: 80+4
TREASURE TYPE: n/a

	The homunculus is a very small humanoid creature.  They attack with sharp teeth and claws.  They are aggressive and attack without provocation.

Humans

FREQUENCY: Common
NUMBER APPEARING: 1-100
DEFENSIVE BONUS: 5%
MOVEMENT: 3 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 1-20
% IN LAIR: 5
SIZE: 5'-6' (90-250 lbs)
INTELLIGENCE: 3-18
EXPERIENCE POINTS: Varies
TREASURE TYPE: V

	Humans are a very common humanoid life form.  They are very adaptable and so some statistics are variable.

Hydras

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 25%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 9
DAMAGE PER ATTACK PER HEAD: 1-6
LEVEL: 7
% IN LAIR: 25
SIZE: 25'
INTELLIGENCE: 1
EXPERIENCE POINTS: 4000+9
TREASURE TYPE: I, O

	Hydras are closely related to dragons, but have nine heads and necks. They have four legs and a tail, but no wings.  They regenerate 1 hit point per round.

Insects

FREQUENCY: Common
NUMBER APPEARING: 1-100
DEFENSIVE BONUS: 5%
MOVEMENT: 1-2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1
LEVEL: 1
% IN LAIR: 1
SIZE: < 1'
INTELLIGENCE: 1
EXPERIENCE POINTS: 1+1
TREASURE TYPE: n/a

	Most insects are non-aggressive and lack the ability to damage during an attack.  They also are worth 0 hit points.  Social insects (ants, bees, and wasps) are found in groups of 10-1,000 (or 100-10,000 within the colony).

	Only insects with poison (or certain special species) are of any acute danger to adventurers.  There is a 1 in 1000 chance of a person being allergic to this poison and dying.  Once checked for a certain type of poison, the individual need not make further checks.  Bees, wasps, and some ants inject poison with stingers, but bees can make but one attack, as the stinger is lost from the body once used on large creatures.  Anyone eating poisonous insects will be affected as per poison (random poison selection).

	Some other species of insects are poisonous (certain beetles, for example). Some flies are not poisonous but will inflict 1 hp with painful bites.  A couple species of ants (army ants and driver ants) are capable of 1 hit point per individual per round (1d100 will attack per round) and are only found in entire colonies.  Rather than calculate each individual attack for up to 100 individual ants, take the chance that they will hit and assume that many (percentage of the 1d100) actually succeed.

Jellyfish

FREQUENCY: Uncommon
NUMBER APPEARING: 1-100
DEFENSIVE BONUS: 5%
MOVEMENT: 1 mph
HABITAT: Tropical seas
NUMBER OF ATTACKS PER ROUND: 2-40 (1 per tentacle)
DAMAGE PER ATTACK: 1-6
LEVEL: 1
% IN LAIR: n/a
SIZE: 1"-30'
INTELLIGENCE: 0
EXPERIENCE POINTS: 100+2
TREASURE TYPE: n/a

	There are many varieties of jellyfish.  By far, most are harmless.  However, there are some that are dangerous because of stinging tentacles.  One example of this type of jellyfish is the Portuguese Man-O-War.  Damage to tentacles does not harm the jellyfish, only attacks to the body can kill it.  Tentacles are severed with only one hit point of damage, but can continue to sting up to 12 hours after being severed.  The jellyfish will regrow severed tentacles within 2 weeks.  Each jellyfish has from 10-40 tentacles.  Besides damage from stings, another "to hit" roll must be made.  If the victim fails, he is paralyzed for 12-24 hours and will usually drown.  The jellyfish will start to consume the body immediately.

	To determine damage, you must first roll for the number of tentacles that attack (brush against) the target.  Next roll damage.  Then multiply the numbers for the total damage.  For example, Lester the marine biologist falls overboard into a Portuguese Man-O-War.  The jellyfish attacks and hits.  The number of attacks is rolled and comes to 10.  Next the damage is rolled and comes to 5.  Lester takes 50 hp of damage.  Assuming he is still alive, another attack roll is made.  This roll misses and so Lester is not paralyzed and can now try to get away.

	Poisonous jellyfish are toxic, but even those that are not provide no nutrition.  Toxic varieties cause death for ingestion in 1d2 days.

Krakens

FREQUENCY: Extremely rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 25%
MOVEMENT: 6 mph
HABITAT: Deep oceans
NUMBER OF ATTACKS PER ROUND: 9
DAMAGE PER ATTACK: 2-8 (x8)/2-12
LEVEL: 20
% IN LAIR: n/a
SIZE: 100'
INTELLIGENCE: 1
EXPERIENCE POINTS: 5000+10
TREASURE TYPE: n/a

	These huge sea monsters are similar to giant squids, but are larger and more dangerous.  They attack with tentacles (eight) and by biting.  They will attack any sized creature for food, but generally stay at a depth of 1000 feet or more.

Lamias

FREQUENCY: Extremely rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 35%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 6
% IN LAIR: 50
SIZE: 12'
INTELLIGENCE: 2
EXPERIENCE POINTS: 1500+1
TREASURE TYPE: G

	Lamias are creatures with the upper torso (including arms) and head of a woman and the body of a snake.  They are voracious predators.

Leprechauns

FREQUENCY: Uncommon
NUMBER APPEARING: 1
DEFENSIVE BONUS: 10%
MOVEMENT: 4 mph
HABITAT: Temperate forests and hills
NUMBER OF ATTACKS PER ROUND: 0
DAMAGE PER ATTACK: 0
LEVEL: 3
% IN LAIR: 5
SIZE: 2'
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 80+2
TREASURE TYPE: K

	These small humanoids are able to blend into their surroundings and so have the appearance of becoming invisible.  There is a 75% chance that they will steal valuables from anyone they encounter.  They typically dress in greens and browns which help them to remain hidden.  If caught, they will ransom their treasure for their freedom.

Manticores

FREQUENCY: Rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 40%
MOVEMENT: 4 mph
HABITAT: Caverns
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-6/1-6/1-4
LEVEL: 5
% IN LAIR: n/a
SIZE: 12'
INTELLIGENCE: 1
EXPERIENCE POINTS: 500+5
TREASURE TYPE: n/a

	These creatures have the head of a man, the body of a lion and a scorpion-like tail and stinger.  They attack with foreclaws and with their stinger.  Anyone being hit by the stinger must roll a miss or die from poison.  Manticores will attack any creature they see when hungry.

Mermen

FREQUENCY: Uncommon
NUMBER APPEARING: 10-100
DEFENSIVE BONUS: 35%
MOVEMENT: 1 mph (6 mph when swimming)
HABITAT: Seas
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 1
% IN LAIR: 25
SIZE: 6' (170 lbs)
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 20+1
TREASURE TYPE: F, Q

	Mermen (and Mermaids) are an aquatic humanoid race.  They possess gills and a physiology that allows them to live and breath underwater.  For short periods of time they can live in fresh water or entirely out of water (after 6 hours, they suffer 1 hp of damage per round until returned to sea).  They speak their own language.

Minotaurs

FREQUENCY: Very rare
NUMBER APPEARING: 1-3
DEFENSIVE BONUS: 20%
MOVEMENT: 3 mph
HABITAT: Underground
NUMBER OF ATTACKS PER ROUND: 2-8 or by weapon
DAMAGE PER ATTACK: 5
LEVEL: 5
% IN LAIR: 80
SIZE: 9'
INTELLIGENCE: 2
EXPERIENCE POINTS: 400+2
TREASURE TYPE: F

	Minotaurs are large and powerful humanoids with bull-like heads.  They have an uncanny sense of direction and never get lost underground.  They attack and eat any creatures that wander into their lairs.

Molds

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 5%
MOVEMENT: 0
HABITAT: Underground
NUMBER OF ATTACKS PER ROUND: 0
DAMAGE PER ATTACK: n/a
LEVEL: 5
% IN LAIR: n/a
SIZE: Varies
INTELLIGENCE: 0
EXPERIENCE POINTS: 0
TREASURE TYPE: n/a

	Molds are common fungi that are found nearly everywhere.  The normal forms are generally not harmful and so are not covered here.  Certain rare and dangerous forms have been discovered.  Each has similar characteristics as above.  Each of the species has different "attack modes" and defenses.  Unless otherwise specified, contact with the mold is required in order to cause problems.  Obviously, eating any is equivalent to coming into contact with it.  Anyone eating a mold (unprocessed) will be affected as per poison (random poison selection).

Blue Mold

	Blue Mold is phosphorescent and a blue color.  Varieties of different hues may be found together.  They can be from pale blue to navy blue, or even blue- green.  The spores from this mold are released whenever it is touched.  They cause blindness if they get into the eyes, and death if inhaled/ingested.  A "miss" indicates that blindness and/or death is avoided.  The spores are released in a cloud that is 10' cubic area.

Green Mold

	Green molds secrete a powerful caustic enzyme (treat as acid).  If touched, they cause 1d8 hp of damage.

Red Mold

	Red molds generate a large potential difference of electricity between their surface and the substance they grow on (usually the ground).  Contact with it releases a powerful shock which does 1d6 of electrical damage.

Necs

FREQUENCY: Uncommon
NUMBER APPEARING: 4-40
DEFENSIVE BONUS: 35%
MOVEMENT: 3 mph (5 mph when swimming)
HABITAT: Large lakes
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 1
% IN LAIR: 25
SIZE: 6' (180 lbs)
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 20+1
TREASURE TYPE: F, Q

	Necs are fresh-water humanoids that are similar to their marine cousins, the mermen.  However, Necs have legs and no fins.  They are peaceful and shy and can live both in and out of water, having lungs that can breathe air or extract oxygen from water like gills.

Night Hags

FREQUENCY: Very rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 5%
MOVEMENT: 10
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-12
LEVEL: 7
% IN LAIR: n/a
SIZE: 7'
INTELLIGENCE: 3
EXPERIENCE POINTS: 1500+10
TREASURE TYPE: n/a

	These humanoids resemble old ladies, but have claws and fangs.  They wander only at night or underground.  They prey upon other creatures, primarily humanoids.

Nixies

FREQUENCY: Rare
NUMBER APPEARING: 10-40
DEFENSIVE BONUS: 15%
MOVEMENT: 4 mph (6 mph when swimming)
HABITAT: Rivers
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 1-4
% IN LAIR: 80
SIZE: 5'
INTELLIGENCE: 3
EXPERIENCE POINTS: 30+1
TREASURE TYPE: B, M

	Nixies (female) and Nixes (male) are humanoids which live in fresh water. They live only in large rivers, where the water is always running and is fresh and clean.  They are able to breath air as well.

Nymphs

FREQUENCY: Extremely rare
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 5%
MOVEMENT: 3 mph
HABITAT: Various
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4 or by weapon
LEVEL: 1
% IN LAIR: 100
SIZE: 6' (120 lbs)
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 300+2
TREASURE TYPE: M, V

	Nymphs are humanoid females that are found in forests (wood nymphs), oceans (sea nymphs), and rivers (river nymphs).  They are equally at home in the water and out, though they lair almost exclusively in water.  Even wood nymphs tend to seek out lakes, large ponds, or swampy areas within forests.  They speak their own language.  Exceptional individuals have been known to interbreed with Nixies, Mermen, Elves, and (occasionally) humans.

Ogres

FREQUENCY: Uncommon
NUMBER APPEARING: 2-12
DEFENSIVE BONUS: 25%
MOVEMENT: 10
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-10 or by weapon
LEVEL: 3
% IN LAIR: 20
SIZE: 12'
INTELLIGENCE: 2
EXPERIENCE POINTS: 90+5
TREASURE TYPE: S.  In lair: A, O, W

	These large humanoid creatures are cruel and cunning (for animals) hunters.  They favor the flesh of intelligent humanoids (humans, etc.).  They are very strong and can be found in any wilderness area.

Onychophoran, Giant

FREQUENCY: Extremely rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 25%
MOVEMENT: 3 mph
HABITAT: Forests and Jungles
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 0
LEVEL: 2
% IN LAIR: n/a
SIZE: 6'
INTELLIGENCE: 1
EXPERIENCE POINTS: 100+5
TREASURE TYPE: n/a

	These huge arthropods superficially resemble a cross between a giant centipede and a giant millipede, but without obvious segments.  They spit an immobilizing glue at their targets.  A hit means that the target is covered with the sticky substance.  Creatures of less than 3 strength are immobilized.  Creatures of 3 or higher strength are slowed to one half movement and half the number of attacks.  If hit again, follow the same rule as above, but treat the target as if it has a strength of one less per hit.  For example, Norman Nonothing has a strength of 4 and encounters a giant Onychophoran.  The creature spits glue at him and hits.  He is reduced to half movement and only gets one attack every-other round since his normal number of attacks is 1 per round.  On the next round, the creature spits and hits him again.  Norman's effective strength is now 3, which means he is slowed now to one quarter movement and only gets one attack every four rounds.  On the next round, he is hit again.  His effective strength on this third round is now 2, which means he is immobilized.  The Onychophoran moves in for the kill.  (Fortunately for Norman, his friends arrive and drive the creature off.)

	Once a creature is immobilized, the Onychophoran will stab the victim with a piercing mouthpiece and suck the insides out of the victim, automatically killing it.  These creatures avoid targets which travel in large groups. The glue can be removed with alcohol, or soap and water.  It will become brittle after drying 30 minutes, at which time the victim is allowed a strength check (at normal strength) to attempt to break free, if still alive.  This attempt can be made once per round after the glue dries.

	Onychophorans can only spit glue up to three times per hour, but they can do it in three successive rounds, if desired.

Opinicus

FREQUENCY: Extremely rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 50%
MOVEMENT: 3 mph (10 mph when flying)
HABITAT: Deserts
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-3/1-3
LEVEL: 7
% IN LAIR: n/a
SIZE: 10'
INTELLIGENCE: 2
EXPERIENCE POINTS: 1000+5
TREASURE TYPE: n/a

	These creatures have the body of a lion, the head and wings of an eagle and the tail of a camel.  They are typically found in deserts, primarily at oasis'.

Pachyderms

	Elephant	Mastodon	Mammoth	
FREQUENCY:	Uncommon	Rare	Rare	
NUMBER APPEARING:	1-20	1-2	1-2	
DEFENSIVE BONUS:	30%	30%	35%	
MOVEMENT:	4 mph	4 mph	4 mph	
HABITAT:	Tropical Plains	Temperate plains	Sub-arctic Plains	
NUMBER OF ATTACKS PER ROUND:	1	1	1	
DAMAGE PER ATTACK:	2-12	2-12	2-12	
LEVEL:	8	8	8	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	25' (15,000 lbs)	10' high (10,000 lbs)	15' high (15,500 lbs)	
INTELLIGENCE:	2	2	2	
EXPERIENCE POINTS:	500+5	500+5	500+6	
TREASURE TYPE:	n/a	n/a	n/a	

	Pachyderms are large quadrupeds with long noses (trunks) large ears, and two tusks.  The tusks are desired for the ivory (worth 2,000 credits each for Elephants and Mastodons, and 4,000 credits each for Mammoths - reduce for sub-adults).  These creatures are not aggressive unless threatened.  They attack with tusks or by grasping a victim with their trunks and slamming them against things (the ground or trees is typical).  These creatures include the elephant, loxodont, mastodons, mammoths, trilophodons, dinotheriums, and oliphants.

Pegasi

FREQUENCY: Very rare
NUMBER APPEARING: 1-10
DEFENSIVE BONUS: 20%
MOVEMENT: 6 mph (20 mph when flying)
HABITAT: Wilderness
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-6/1-6/1-3
LEVEL: 1
% IN LAIR: n/a
SIZE: 10'
INTELLIGENCE: 2
EXPERIENCE POINTS: 60+3
TREASURE TYPE: n/a

	Pegasi are winged horses.  They are very swift and shy.  If cornered or young are threatened they will attack with hooves and teeth.  They are typically white and thus blend into clouds and snow.

Phoenix

FREQUENCY: Extremely rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 60%
MOVEMENT: 1 mph (10 mph when flying)
HABITAT: Deserts
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-12
LEVEL: 20
% IN LAIR: n/a
SIZE: 12' (wingspan)
INTELLIGENCE: 2
EXPERIENCE POINTS: 8000+25
TREASURE TYPE: n/a

	These large birds have glands in their heads which allow them to spew forth a chemical that ignites upon contact with air.  It may attack with beak or talons, or it may waive this attack and breath fire.  The fire has a range of 50' and does 8-24 hp (half if a second roll indicates a miss).  Fire can be breathed once per hour.  The phoenix itself only takes half damage from fire and/or heat attacks.

Pixies

FREQUENCY: Very rare
NUMBER APPEARING: 2-20
DEFENSIVE BONUS: 30%
MOVEMENT: 1 mph
HABITAT: Forests
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 1
% IN LAIR: 5
SIZE: 18"
INTELLIGENCE: 3
EXPERIENCE POINTS: 100+1
TREASURE TYPE: O, V, W, Y

	These tiny humanoids stand no more than 18" in height.  They are found in forests and jungles, where they can hide with such skill as to appear invisible.  They love colorful things, and often collect gems, precious metals, etc.  They are also found of practical jokes, which they tend to visit on the larger humanoid folk.

Primates

	Gorilla	Baboon	Chimpanzee	Monkey	
FREQUENCY:	Rare	Uncommon	Uncommon	Common	
NUMBER APPEARING:	1-8	20-80	2-40	10-40	
DEFENSIVE BONUS:	25%	20%	25%	15%	
MOVEMENT:	3 mph	3 mph	3 mph	3 mph	
HABITAT:	Jungles	Savannah	Jungles	Jungles	
NUMBER OF ATTACKS PER ROUND:	1-3	1	1	1	
DAMAGE PER ATTACK:	1-4/1-4/1-6	1-4	1-6	1-4	
LEVEL:	3-4	1	2	1	
% IN LAIR:	n/a	n/a	n/a	n/a	
SIZE:	6' (400 lbs)	4' (90 lbs)	5' (150 lbs)	3' (53 lbs)	
INTELLIGENCE:	2	2	2	1	
EXPERIENCE POINTS:	150+5	20+2	50+5	20+2	
TREASURE TYPE:	M (50%)	n/a	M (25%)	n/a	

	Primates are represented by several types of creatures on Earth.  Examples are Apes, Gorillas, Baboons, and Chimpanzees.  When a primate gets both of the first two hits, they automatically get the third attack.  They are generally reticent creatures, which are bipedal, hairy (or furry), and vaguely man-like. Half of the number (rounded down) will not attack (female and young).

	Monkeys tend to avoid physical attacks unless cornered.  They prefer to remain high in trees above the target and fling excrement at the intruder.  If hit (normal chance), the victim loses all ability to surprise others until he washes.

Rakshasas

FREQUENCY: Very rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 50%
MOVEMENT: 3 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6
LEVEL: 2
% IN LAIR: 50
SIZE: 4'
INTELLIGENCE: 2
EXPERIENCE POINTS: 50+2
TREASURE TYPE: V

	These small humanoid creatures are found outside of their underground lairs only at night.  They hunt for prey, attacking savagely with tooth and claw. In appearance, they are slightly bow-legged, and have deformed dark faces.

Raptors

	Eagle	Hawk	Falcon	
FREQUENCY:	Uncommon	Common	Rare	
NUMBER APPEARING:	1-4	1-2	1-2	
DEFENSIVE BONUS:	20%	20%	25%	
MOVEMENT:	1 mph (10 flying)	1 mph (10 flying)	1 mph (10 flying)	
HABITAT:	Any	Any	Any	
NUMBER OF ATTACKS PER ROUND:	3	3	3	
DAMAGE PER ATTACK:	1-4/1-4/1-4	1-3/1-3/1-3	1-3/1-3/1-3	
LEVEL:	1	1	1	
% IN LAIR:	n/a	n/a	n/a	
SIZE:	8' (wingspan)	2'	2'	
INTELLIGENCE:	1	1	1	
EXPERIENCE POINTS:	40+4	40+2	40+2	
TREASURE TYPE:	n/a	n/a	n/a	

	The birds in this category include eagles, osprey, hawks, and falcons.  They are birds of prey which attack with two talons and shark beaks.  They can be trained to attack and will attack if young are threatened.  Otherwise, they avoid contact with humanoids.

Rats

FREQUENCY: Common
NUMBER APPEARING: 5-50
DEFENSIVE BONUS: 60%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 2
% IN LAIR: 50
SIZE: 1' (2' including tail)
INTELLIGENCE: 2
EXPERIENCE POINTS: 50+2
TREASURE TYPE: V

	Rats of many kinds are found almost everywhere.  Rats will typically avoid large creatures unless cornered or if they are very hungry.  They can swim well and can attack in or under water as well.  Anyone bitten by a rat has a 5% chance of contracting a fatal disease and dying in 1d4 days.  They attack by biting.

Rays

FREQUENCY: Common
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 15%
MOVEMENT: 2 mph
HABITAT: Shallows of oceans
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-3
LEVEL: 1
% IN LAIR: n/a
SIZE: 7'
INTELLIGENCE: 1
EXPERIENCE POINTS: 90+1
TREASURE TYPE: n/a

	Of the many kinds of rays that exist, the sting ray is the only one which can do harm to the average humanoid.  They lie on the bottom of shallows (typically in tidal zones), covering themselves with a thin layer of sand.  They are thus invisible 90% of the time.  If stepped on, they will lash their tail up, which contains a poison stinger.  A hit requires another "to hit" roll to fail or the victim falls into a coma and is paralyzed for 1-6 days.  There is a 1 in 1000 chance of a victim being allergic to the poison and dying at the end of the coma.

Rhinoceroses

FREQUENCY: Common
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 40%
MOVEMENT: 4 mph
HABITAT: Grasslands
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-12
LEVEL: 2
% IN LAIR: Nil
SIZE: 14'
INTELLIGENCE: 1
EXPERIENCE POINTS: 900+10
TREASURE TYPE: n/a

	Rhinoceroses are large quadrupeds with one or more large horns growing up from their noses.  They are bad tempered and aggressive.  At the least provocation they will charge anything that moves.  Their eye sight is poor and they are rather stupid.

Robots

	Robots are intelligent electromechanical constructions.  They all possess certain common attributes.  First they contain computers which perform integration functions and provide intelligence.  In some cases, this is very high intelligence.  Robots respond to their specific programming, even the most powerful and most intelligent.  They are immune to any persuasion which would contradict their programming.  All robots with an intelligence of 3 or above can converse with intelligent beings or each other.

	Unlike some fanciful science fiction, robots presented with paradoxes do not self-destruct.  Rather, they simply ignore any apparent contradictions. Robots also do not get radiation poisoning but if subjected to 50 hp worth or more per round, become inactive until the level of radiation decreases.

	All robots have infrared vision and are affected by attacks as follows:

Attack	Damage	
Acid	Full	
Cold	Half	
Fire	Full	
Poison	None	
Gas	None	
Electricity	Full	

	The following sections present information on the various types of robots.

Androids

FREQUENCY: Uncommon
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 40%
MOVEMENT: 3 mph
HABITAT: Residences/Offices
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 3
% IN LAIR: n/a
SIZE: 6'
INTELLIGENCE: 10
EXPERIENCE POINTS: 100+5
TREASURE TYPE: n/a

	These robots are designed to appear just as the type of humanoid that they serve.  There is a cumulative 5% chance per point of intelligence over 17 of someone being able to detect that they are artificial.  For example, a character with an intelligence of 19 has a 10% chance of detecting that an android is artificial.

	Like servant automatons, these robots serve one or more masters.  They can perform a wide variety of tasks, from cooking to gardening.  They will defend their master(s) if it is obvious that they are being harmed.

Behemoths

FREQUENCY: Extremely Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 90%
MOVEMENT: 8 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 5
DAMAGE PER ATTACK: 2-20/2-20/3-30/4-32
LEVEL: 12
% IN LAIR: n/a
SIZE: 12'
INTELLIGENCE: 19
EXPERIENCE POINTS: 6000+20
TREASURE TYPE: n/a

	These robots are made entirely for military purposes.  They are huge, fast, and dangerous.  They are sent into dangerous situations to perform important tasks.  Thus they are rarely seen by average people.  They regenerate damage at one hit point per hour.  They can attack with one or both arms while simultaneously firing a particle beam weapon and small laser cannon.  They are also outfitted with 2d4 permanent QID devices, randomly selected from levels 1-5.  Any single QID effect can be used in a round, with or without other attacks.  They are equipped with ultraviolet vision, infrared vision, radar, sonar, and enhanced normal vision.

Chu'Alfahaz

FREQUENCY: Extremely Rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 65%
MOVEMENT: 4 mph (20 mph when flying)
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 4-16/4-16
LEVEL: 10
% IN LAIR: n/a
SIZE: 10'
INTELLIGENCE: 19
EXPERIENCE POINTS: 10000+25
TREASURE TYPE: n/a

	These robots are from another universe.  They work as servants for powerful beings or societies that are sent from time to time to other universes on secret missions.  They are immune to any non-QID attack, and are affected only 35% of the time by QIDs.  The have the following QID-like abilities (one, once per round):  Light, Hold, Protection, Heal I (once each 2 hours), Heal II (once each 8 hours), Heal III (once each 8 hours), Heal IV (once per day), Detect Illusion, Detect QID, Invisibility II, Morph, Ultraviolet vision, Transport II, Dispel, and Encouragement.  These beings have a particle-beam type weapon which does double damage against all forms of robots.  Further, there is a 100% chance of the robot being blasted out of existence, minus 5% per level above 2 (for example, there is a 90% chance of blasting a level 3 robot).  If a non-robot is struck by both attacks in a single round and suffers 15 hp (or more), the Chu'Alfahaz rolls another to-hit.  If successful, the opponent is knocked senseless for 16 rounds.

	They can have any appearance, but typically appear humanoid.

Chu'Charclain

FREQUENCY: Extremely Rare
NUMBER APPEARING: 1-3
DEFENSIVE BONUS: 70%
MOVEMENT: 6 mph (15 mph when flying)
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 3-12/3-12
LEVEL: 9
% IN LAIR: n/a
SIZE: 5'
INTELLIGENCE: 19
EXPERIENCE POINTS: 8000+20
TREASURE TYPE: n/a

	These robots are less powerful forms of Chu'Alfahaz.  They work as servants for powerful beings or societies that are sent from time to time to other universes on secret missions.  They are immune to projectile weapons, fire, cold, and electricity, and have the following QID-like abilities (one, once per round):  Light (as often as desired), Hold, Protection, Heal I (once each 2 hours), Heal II (once each 8 hours), Heal III (once each 8 hours), Heal IV (once per day), Detect Illusion, Detect QID, Invisibility II, Morph, Ultraviolet vision, Transport II, and Encouragement.  They are equipped with a particle-beam weapon of alien design which does double damage if the same creature is hit twice in the same round.  Range is 100'.

	They can have any appearance, but typically appear humanoid.

Cleaning Drones

FREQUENCY: Common
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 25%
MOVEMENT: 3 mph
HABITAT: Factory floors, etc.
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 0
LEVEL: 1
% IN LAIR: n/a
SIZE: 3'-50'
INTELLIGENCE: 0
EXPERIENCE POINTS: 40+2
TREASURE TYPE: n/a

	These robots come in two forms:  minor cleaning drones and major cleaning drones.  The minor drones are of little consequence, being small and ignoring anything larger than they.  They are both used to clean up a pre-programmed area.  However, the major drones are used in places where humanoids almost never go.  As a result, if a major drone finds a humanoid in its cleaning area, it will assume it is some form of trash and will grab the humanoid and take it to a disposal place (usually a disintegrator).  A successful "hit" indicates that the drone managed to grasp the victim and will begin toward the disposal area.  A strength of 18 or greater is required to break free. If the victim breaks free, the drone will continue on to the disposal area, not being intelligent enough to do otherwise.  However once to the disposal area, it will return for more "garbage".

	Drones resemble a can with wheels (minor) or treads (major).  They have various appendages for grasping and holding objects.  They detect objects by radar.

Combat Robot

FREQUENCY: Uncommon
NUMBER APPEARING: 1
DEFENSIVE BONUS: 50%
MOVEMENT: 3 mph (10 mph when flying)
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: By weapon
LEVEL: 6
% IN LAIR: n/a
SIZE: 6'
INTELLIGENCE: 7
EXPERIENCE POINTS: 2800+15
TREASURE TYPE: n/a

	These robots are mass-produced by some peoples to provide armies.  They resemble humanoids vaguely and can walk along the ground or take flight.  They are 15% resistant to QID effects and have the following QID-like abilities (up to one each round):  Detect QID, Detect Illusion, Detect Life, Invisibility, and Dispel (once every 12 hours).  These robots have infrared vision and ultraviolet vision as well as sonar and radar.  They weigh 500 pounds and have a strength equivalent to 20. Acid and Fire only do half damage and projectile weapons have no effect.  They are equipped with the equivalent of Laser Rifles, Particle Beams, and Antimatter Rifles.  They can fire any combination (up to 3 per round).  In addition, once per round they can attempt to steal a weapon from an opponent by means of a tractor beam (20 on 1d20 is success).  Finally, there is a 40% chance per round of it summoning 1-2 additional Combat Robots (up to 10 total), but only if they are within a 25 mile radius.

Cyborgs

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 30%
MOVEMENT: 3 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 7
% IN LAIR: 15
SIZE: 7'
INTELLIGENCE: 16
EXPERIENCE POINTS: 4000+10
TREASURE TYPE: S, T

	These robots are androids with organic brains (typically human).  They are capable (25%) of making and using QIDs from first through 12 level (equal chance for any level).  They have infrared vision to 300' as well as normal vision. Projectile weapons do no harm.  20% have gone completely insane due to the change to a cyborg from a human and will attack any living creature and fight it to the death.  At will, the cyborgs can absorb energy from a living creature (requiring a successful hit) doing 1-8 hp of damage and applying half the damage (rounded up) to repairing damage to themselves.

Golems

FREQUENCY: Very rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 25%
MOVEMENT: 2
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 3-30 or by weapon
LEVEL: 9 (60 hp)
% IN LAIR: n/a
SIZE: 9'
INTELLIGENCE: 0
EXPERIENCE POINTS: 9000
TREASURE TYPE: n/a

	These creations are usually made from stone, but can be built from anything else.  They are usually formless, but may be in some recognizable form.  They consist of some means of propulsion, a power plant, and some weapon.  They are typically created for use as guards.  The cost to build one is about 75,000 cr.  They have computer brains which allow simple instructions and may be reprogrammed.  Weapons usually include some form of particle beams.  They are quite a bit cheaper than the more-human looking robots which perform similar functions, hence their odd forms.  They are typically constructed by fashioning a shell from stone or metal, and placing the computer, weapons, power plant, and propulsion within.  These shells help protect them and also provide camouflage.

Guardian Robots

FREQUENCY: Rare
NUMBER APPEARING: 1-6
DEFENSIVE BONUS: 50%
MOVEMENT: 4 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-10 or by weapon
LEVEL: 4
% IN LAIR: n/a
SIZE: 5'
INTELLIGENCE: 15
EXPERIENCE POINTS: 150+5
TREASURE TYPE: n/a

	These robots are specialized androids, having higher dexterity (and speed) as well as higher intelligence.  They are typically armed with whatever weapons their owner can afford.  Their sole purpose is to prevent harm to the object that they guard.  They can summon aid from any other guardian robots who are within 500' via radio links.

Hunter Robots

FREQUENCY: Extremely Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 75%
MOVEMENT: 25 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 2-12/2-12/3-18
LEVEL: 8
% IN LAIR: n/a
SIZE: 6'
INTELLIGENCE: 18
EXPERIENCE POINTS: 1000+10
TREASURE TYPE: n/a

	These fearsome creations are generally built and used only by wealthy governments for spying/assassinations and the military for similar purposes. They carry two normal particle beam weapons and one heavy laser.  They can attack one creature three times or three creatures once in a round.  They are often used in tracking down and apprehending criminals, hence their name. They are hardened to radiation, requiring twice the dosage to be affected.

Intelligent Probe

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 40%
MOVEMENT: 4 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: By weapon type
LEVEL: 8
% IN LAIR: n/a
SIZE: 3'-10'
INTELLIGENCE: 18
EXPERIENCE POINTS: 4400+20
TREASURE TYPE: n/a

	The robots are typically used to do military reconnaissance.  Although they are intended to only gather information, they can defend themselves, if needed. They are 40% resistant to QID effects and are unharmed by projectile weapons, acid, and fire.  Strength is 19.  They have the following QID-like abilities: Fear, Detect QID, and Morph.  They can fly at their base speed.  They can be equipped with any common weapon for defense.

	These robots typically resemble 3'-diameter spheres, but can morph into human-like forms when needed.

Servant Automaton

FREQUENCY: Common
NUMBER APPEARING: 1-8
DEFENSIVE BONUS: 30%
MOVEMENT: 12
HABITAT: Residences
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4 or by weapon type
LEVEL: 2
% IN LAIR: n/a
SIZE: 5'
INTELLIGENCE: 3
EXPERIENCE POINTS: 80+4
TREASURE TYPE: n/a

	These robots resemble humanoids in shape and size, but are of low intelligence, and are readily identifiable as artificial.  They are used primarily as servants for wealthier families.  They are programmed to respond to the commands of a certain individual or a certain set of individuals (usually a family).  Although not designed for battle, they can be commanded to take up a weapon and defend their owners.

Specters

FREQUENCY: Very rare
NUMBER APPEARING: 1-6
DEFENSIVE BONUS: 40%
MOVEMENT: 4 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-10
LEVEL: 7
% IN LAIR: n/a
SIZE: 9'
INTELLIGENCE: 3
EXPERIENCE POINTS: 1000+10
TREASURE TYPE: n/a

	These robots are known for their ability to phase at will.  In any one round, they can do any two of the following actions: phase in, phase out, move, or attack.  For example, an out-of-phase Specter can phase in and attack on round 1, then attack and phase out on round 2.  They can also detect creatures which are up to 100 degrees out of phase with them.

	Typically, they wait in areas that they guard, 90 degrees out of phase, until a target comes into range.  They then position themselves advantageously, then phase in and attack.  They are also sometimes used for reconnaissance and other missions where their ability to phase is useful.

Supertych, Type I

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 35%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-4/1-4
LEVEL: 6
% IN LAIR: n/a
SIZE: 6'
INTELLIGENCE: 14
EXPERIENCE POINTS: 800+8
TREASURE TYPE: n/a

	These robots are created by person or persons unknown, for equally unknown reasons.  They appear as spheres with two arms and two eyes.  Their "eyes" are actually particle-beam weapons.  They are 70% immune to QID effects.  They are capable of the following QID-like effect (once per round):  Detect Lie.  They may also summon 1-6 additional Type I Supertychs, who appear in 2d8 rounds.

Supertych, Type II

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 45%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-4/1-4
LEVEL: 6
% IN LAIR: n/a
SIZE: 6'
INTELLIGENCE: 14
EXPERIENCE POINTS: 800+8
TREASURE TYPE: n/a

	These robots are created by person or persons unknown, for equally unknown reasons.  They appear as rectangular boxes with six legs and two eyes.  Their "eyes" are actually particle-beam weapons.  They are 70% immune to QID effects. They are capable of the following QID-like effect (once per round):  Illusion. They may also summon 1-6 additional Type II Supertychs, who appear in 2d8 rounds.  They have infrared vision, ultraviolet vision, and normal vision.

Supertych, Type III

FREQUENCY: Very rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 55%
MOVEMENT: 3 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-6/1-6
LEVEL: 8
% IN LAIR: n/a
SIZE: 6'
INTELLIGENCE: 16
EXPERIENCE POINTS: 5500+15
TREASURE TYPE: n/a

	These robots are created by person or persons unknown, for equally unknown reasons.  They appear as crab-like creatures with two legs and two arms with large claws.  Their "eyes" are actually particle-beam weapons.  They are 80% immune to QID effects.  They are capable of the following QID-like effects (one once per round):  Charm and Illusion.  They may also summon 1-6 additional Type III Supertychs, who appear in 2d8 rounds.  They have infrared vision, ultraviolet vision, and normal vision.

Supertych, Type IV

FREQUENCY: Very Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 65%
MOVEMENT: 3 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-8/1-8
LEVEL: 9
% IN LAIR: n/a
SIZE: 6'
INTELLIGENCE: 18
EXPERIENCE POINTS: 8000+10
TREASURE TYPE: n/a

	These robots are created by person or persons unknown, for equally unknown reasons.  They appear as vaguely humanoid creatures with two legs and two arms.  Their "eyes" are actually particle-beam weapons.  They are 90% immune to QID effects.  They are capable of the following QID-like effects (one once per round):  Charm, Illusion, and Paralyze (once per day).  They may also summon 1-10 additional Type IV Supertychs, who appear in 2d8 rounds.  They have infrared vision, ultraviolet vision, and normal vision.

Supertych, Type V

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 85%
MOVEMENT: 4 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-10/1-10
LEVEL: 10
% IN LAIR: 25
SIZE: 6'
INTELLIGENCE: 20
EXPERIENCE POINTS: 8000+10
TREASURE TYPE: n/a

	These robots are created by person or persons unknown, for equally unknown reasons.  They appear as upright insectoid creatures with two legs and two arms.  Their "eyes" are actually particle-beam weapons.  They are 100% immune to QID effects.  They are capable of the following QID-like effects (one once per round):  Fear, Charm, Illusion, Paralyze, and Firestorm (once per day).  They may also summon 2-12 additional Type V Supertychs, who appear in 2d8 rounds. They have infrared vision, ultraviolet vision, and normal vision.

Supertych, Type VI

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 85%
MOVEMENT: 5 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-12/1-12
LEVEL: 10
% IN LAIR: 20
SIZE: 6'
INTELLIGENCE: 22
EXPERIENCE POINTS: 8100+10
TREASURE TYPE: n/a

	These robots are created by person or persons unknown, for equally unknown reasons.  They appear as humanoid creatures with numerous tentacles and two eyes.  Their "eyes" are actually particle-beam weapons.  They are 100% immune to QID effects.  They are capable of the following QID-like effects (one once per round):  Detect Lie, Detect QID, Fear, Charm, Illusion, Paralyze, and Firestorm (once per day).  They may also summon 2-12 additional Type VI Supertychs, who appear in 2d8 rounds.  They have infrared vision, ultraviolet vision, and normal vision.

Task-force Robots

FREQUENCY: Very Rare
NUMBER APPEARING: 1-10
DEFENSIVE BONUS: 60%
MOVEMENT: 6 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 2-12/2-12
LEVEL: 6
% IN LAIR: n/a
SIZE: 6'
INTELLIGENCE: 16
EXPERIENCE POINTS: 300+5
TREASURE TYPE: n/a

	These robots are given wide berth by most people, being among the most dangerous robots built.  They are typically used as heavy guards or for commando missions.  They typically operate in groups of ten.  Any individual is able to summon aid from any others in its group up to 100 miles distant. They are armed with built-in particle-beam weapons and may be armed with grenades and heavy artillery.

Rocs

FREQUENCY: Very Rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 30%
MOVEMENT: 2 mph (20 mph when flying)
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 4-24
LEVEL: 5
% IN LAIR: 10
SIZE: 50'
INTELLIGENCE: 1
EXPERIENCE POINTS: 5000+25
TREASURE TYPE: V

	These birds are gigantic and live in aeries high in the mountains.  They swoop down and carry off cattle, small elephants, buffalo, horses, or anything else that appears to make a good meal.  They can attack with their large sharp beaks.  Because of their large food requirements, a pair (an young) will be found only occasionally (nests are often several hundred miles apart).

Satyrs

FREQUENCY: Uncommon
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 25%
MOVEMENT: 4 mph
HABITAT: Woodlands
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-8
LEVEL: 3
% IN LAIR: 40
SIZE: 3'
INTELLIGENCE: 2
EXPERIENCE POINTS: 300+5
TREASURE TYPE: N, V, W

	Satyrs are small humanoid creatures with the legs of a goat, and short horns in their heads.  They attack by butting with their heads (and horns).

Scorpions

FREQUENCY: Uncommon
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 5%
MOVEMENT: 1 mph
HABITAT: Deserts
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 1
% IN LAIR: n/a
SIZE: 1'
INTELLIGENCE: 1
EXPERIENCE POINTS: 30+1
TREASURE TYPE: n/a

	Scorpions are a type of arachnid found in desert places.  All have painful stings, and there is always a 1% chance that someone stung by them will have an allergic reaction and die in 1d6 days.  However, the tropical varieties are especially dangerous.  Being stung by one requires a "to hit" roll to miss.  Otherwise, the victim dies from the poison.

Sea Lions

FREQUENCY: Uncommon
NUMBER APPEARING: 1-10
DEFENSIVE BONUS: 20%
MOVEMENT: 1 mph (15 mph when swimming)
HABITAT: Tropical Oceans
NUMBER OF ATTACKS PER ROUND: 3
DAMAGE PER ATTACK: 1-6/1-6/1-8
LEVEL: 4
% IN LAIR: n/a
SIZE: 10' (1,000 lbs)
INTELLIGENCE: 1
EXPERIENCE POINTS: 400+10
TREASURE TYPE: n/a

	Sea lions are large marine mammals with the tail of a whale and the head and forelegs of a lion.  If more than one is found, only one will be a male, others will be females (half the hit points and half the damage) or young (no damage).  The males will aggressively defend their territory from anyone and anything.  They fead on any creatures small their size or smaller.  Sea lions are most often found sunning themselves on beaches where they can slowly drag themselves along, but in the water they are graceful and fast.

Seal Lions

FREQUENCY: Uncommon
NUMBER APPEARING: 1-20
DEFENSIVE BONUS: 20%
MOVEMENT: 1 mph (5 mph when swimming)
HABITAT: Oceans
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-8
LEVEL: 4
% IN LAIR: n/a
SIZE: 12' (2,400 lbs)
INTELLIGENCE: 1
EXPERIENCE POINTS: 300+10
TREASURE TYPE: n/a

	Seal lions are large marine mammals that typically eat fish.  If more than one is found, only one will be a male, others will be females (half the hit points and half the damage) or young (no damage).  The males will aggressively defend their territory from anyone and anything.

Shades

FREQUENCY: Rare
NUMBER APPEARING: 1-10
DEFENSIVE BONUS: 15%
MOVEMENT: 3 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-8
LEVEL: 3
% IN LAIR: 50
SIZE: 5' (130 lbs)
INTELLIGENCE: 3
EXPERIENCE POINTS: 250+5
TREASURE TYPE: C

	Shades (also known as Shadows) are humanoid creatures that only come out of their underground lairs at night.  They are extremely dark - grey or black - and thus easily blend into the night.  They remain invisible 90% of the time up to 20' distance (or farther).  They move 100% silently.  They speak their own language and hunt for slaves or valuables during the night.  They hate bright light (which reduces their invisibility to only 25%).

Sharks

FREQUENCY: Common
NUMBER APPEARING: 3-18
DEFENSIVE BONUS: 20%
MOVEMENT: 6 mph (when swimming)
HABITAT: Oceans
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 3-12
LEVEL: 4 to 8
% IN LAIR: n/a
SIZE: 4'-30'
INTELLIGENCE: 1
EXPERIENCE POINTS: 250+5
TREASURE TYPE: n/a

	Sharks of many types roam most all oceans.  These feared predators will fearlessly attack any creature which appears wounded or afraid.  They have few natural enemies.  The presence of blood in the water causes them to go into a feeding frenzy.  Anyone caught in one of these will suffer 2 hp per shark per round until removed or dead (treat a feeding frenzy as a single level 10 creature).  Each shark also suffers this same damage if in the frenzy.  They can be repelled with chemicals, and certain creatures (such as dolphins) can chase them off.

	Although their flesh is non-toxic, it is generally considered foul tasting.

Shedu

FREQUENCY: Rare
NUMBER APPEARING: 2-8
DEFENSIVE BONUS: 30%
MOVEMENT: 4 mph
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-12
LEVEL: 10
% IN LAIR: 25
SIZE: 8'
INTELLIGENCE: 2
EXPERIENCE POINTS: 1000+10
TREASURE TYPE: D

	Shedu are creatures with bodies similar to lions but with the head of a man. They are generally peaceful and shy, but can fight fiercely when cornered or threatened.

Sirens

FREQUENCY: Very rare
NUMBER APPEARING: 1-10
DEFENSIVE BONUS: 35%
MOVEMENT: 3 mph (6 mph when swimming)
HABITAT: Remote ocean shores
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4 or by weapon
LEVEL: 3
% IN LAIR: 30
SIZE: 5' (110 lbs)
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 300+10
TREASURE TYPE: D

	These humanoids are very human in appearance.  They are equally at home in both water and dry land, being able to breathe air or salt water with equal ease.  Most are female (90%) and all have high comeliness ratings (6 minimum). They speak their own language and have both infrared vision and ultraviolet vision.

Slimes

FREQUENCY: Very rare
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 5%
MOVEMENT: 1 mph
HABITAT: Caverns
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 2
% IN LAIR: n/a
SIZE: Up to 50'
INTELLIGENCE: 0
EXPERIENCE POINTS: 300+4
TREASURE TYPE: n/a

	Slimes are fungus creatures which move very slowly.  There are many varieties, each of which have special characteristics, but in general they all share the above statistics.

	Black slime is found only in dark places where sunlight cannot reach.  This is because their only real weakness is strong ultraviolet light, which will kill them in 1d10 rounds.  They will come out at night however.  Being slow moving they generally do not move very far from shelter.  They absorb all electromagnetic radiation (except ultraviolet) and convert it into food, but they also digest organic material.  For every two hit points of damage done from an electromagnetic weapon (lasers, particle beams, etc.), they gain one hit point due to growth.  Projectile and cutting weapons do no damage.  Fire does half-damage.  Cold attacks will make them dormant for 1d4 rounds.  Since they absorb heat (infra-red radiation), their lairs are extremely cold (below freezing).  They reflect no light, so they appear as black shadows against the background.  Anyone successfully hit by a black slime is paralyzed until removed from the slime and for 1d4 rounds thereafter.  During this time, the character suffers 1d8 hp from freezing and digestion.  If kept below -100 degrees F, they go dormant.

	When disturbed, blue slime will ooze a contact poison.  On bare skin, the poison goes directly into the bloodstream.  The victim must roll a miss in order to avoid the effects of the poison.  If poisoned, roll 1d10.  A roll of 1-5 indicates death, 6-8 indicates paralyzation lasting 1d6 hours, 9 indicates sickness causing the loss of one point of strength, constitution, and dexterity for 1d6 hours (due to dizziness and vomiting).  A roll of 10 indicates an effect equivalent to a roll of 9, but the loss of constitution is permanent.  The poison itself will break down in 24 hours after being generated by the slime.

	Green slime oozes a caustic substance which will eat through cloth in 1 round, thin wood in 2 rounds and metal in 1 hour.  This substance will continue to eat through material until washed off with water.  On bare skin, the acid does the stated damage.

	Anyone attempting to ingest a slime will be affected as if the slime they ingested was alive and operating as normal, but inside the individual.  This is usually fatal.

Sloths, Giant Ground

FREQUENCY: Uncommon
NUMBER APPEARING: 1-3
DEFENSIVE BONUS: 25%
MOVEMENT: 2 mph
HABITAT: Forests
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 2-12/2-12
LEVEL: 9
% IN LAIR: n/a
SIZE: 20'
INTELLIGENCE: 1
EXPERIENCE POINTS: 600+5
TREASURE TYPE: n/a

	These huge mammals include the Nothrotherium and the huge Megatherium.  They are herbivores and shy, but can put up quite a fight.  They have huge forepaws with long claws that can be used for swiping at opponents.

Snakes

FREQUENCY: Common
NUMBER APPEARING: 1-6
DEFENSIVE BONUS: 25%
MOVEMENT: 2 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1-2
DAMAGE PER ATTACK: 1-3
LEVEL: 4
% IN LAIR: n/a
SIZE: 1' to 30'
INTELLIGENCE: 1
EXPERIENCE POINTS: 400+2
TREASURE TYPE: n/a

	Snakes of every kind of found nearly everywhere.  Being reptiles, they are generally not found in colder climes, however.  All snakes are carnivorous but few are dangerous to humanoids.  The only ones that provide a threat are those that are poisonous and those which are both large and can constrict.

	Constrictors capture prey by looping their bodies around it and squeezing until the victim dies from suffocation or (in smaller animals) from bursting internal organs.  Once dead, the victim is consumed.  A successful hit by the snake indicates that it has the victim in its coils.  Thereafter the victim is automatically hit once per round until freed or dead.  To break free the snake must be killed.  An example of this type of snake is the Anaconda.

	Poisonous snakes can be of any size.  They capture prey by injecting it with poison (from fangs).  This poison may kill or paralyze, either way the victim is eaten.  If the snake makes a successful hit another "to hit" roll must be made.  Another "hit" indicates that the victim is affected by the poison.  There is a 10% chance of immediate death, 20% chance of illness (reducing strength and dexterity by 1 for 1 day), 30% chance of death in 1d6 hours, and 40% chance of paralysis, lasting for 12 hours.  Victims are consumed in 1 if no more than twice the size of the snake.  Examples of this kind of snake include sea snakes, water moccasins, and rattlesnakes.  Of special note in this category are those snakes which spit.  One example is the Spitting Cobra, which sprays poison into the eyes of its victims.  This poison causes blindness.  Spitting snakes can make a spitting attack or a biting attack in a round.  Of course, the bite of these snakes is also poisonous.  Poison that is spit into the face of a victim on a "hit" requires another "to hit" roll to determine if the poison affects the eyes of the victim.

Sphinx

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 50%
MOVEMENT: 4 mph (10 mph when flying)
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-8
LEVEL: 11
% IN LAIR: 10
SIZE: 12'
INTELLIGENCE: 2
EXPERIENCE POINTS: 1000+10
TREASURE TYPE: O, W, X

	The sphinx is a winged creature with the body of a lion and the upper torso of a woman.  They generally avoid contact with humans, but will sometimes attack with no provocation (30% chance).

Spiders

FREQUENCY: Common
NUMBER APPEARING: 1-20
DEFENSIVE BONUS: 5%
MOVEMENT: 1 mph
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 0
LEVEL: 1 to 5
% IN LAIR: n/a
SIZE: 10" (leg span)
INTELLIGENCE: 1
EXPERIENCE POINTS: 10+1
TREASURE TYPE: n/a

	Spiders are arachnids that are very commonly found almost everywhere.  They are generally beneficial (eating harmful insects).  However, certain kinds are poisonous and can present a problem.  When bitten by a poisonous spider there is a 1 in 1000 chance that the person bitten will have an allergic reaction to the poison and die in 1d6 hours unless an antidote can be given before then.

	Eating a poisonous spider is equivalent to being bitten by one.

Sprites

FREQUENCY: Rare
NUMBER APPEARING: 10-100
DEFENSIVE BONUS: 20%
MOVEMENT: 4 mph
HABITAT: Forests
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4
LEVEL: 1
% IN LAIR: 10
SIZE: 2'
INTELLIGENCE: 3
EXPERIENCE POINTS: 25+1
TREASURE TYPE: B

	Sprites are small lithe humanoids that live in remote woodlands.  They are capable of great speed, and can blend in with their environment so as to appear invisible.  They are afraid of larger humanoids and will generally avoid them.  They can also move 100% silently.

Squids, Giant

FREQUENCY: Rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 25%
MOVEMENT: 5 mph
HABITAT: Deep seas
NUMBER OF ATTACKS PER ROUND: 9
DAMAGE PER ATTACK: 1-4 (x8)/2-20
LEVEL: 10
% IN LAIR: n/a
SIZE: 50'
INTELLIGENCE: 1
EXPERIENCE POINTS: 2000+15
TREASURE TYPE: n/a

	Giant squid are only found in the deep oceans.  They have eight tentacles with which they can attack, on any successful tentacle attack, the victim is drawn in toward the squid's mouth, where a large beak can inflict greater damage.  The beak damage is not automatic, however.  Giant squid are not very intelligent and will attack anything that appears the right size for food.

Stags

FREQUENCY: Common
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 15%
MOVEMENT: 6 mph
HABITAT: Temperate forests
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-8
LEVEL: 3
% IN LAIR: n/a
SIZE: 10'
INTELLIGENCE: 1
EXPERIENCE POINTS: 30+2
TREASURE TYPE: n/a

	Stags are herbivores which have antlers.  This category could also apply equally well to moose and elk.  Stags are males and protect their harems or mate fiercely.  Some species lose their antlers yearly, others never lose them.

Swan Maidens

FREQUENCY: Extremely rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 15%
MOVEMENT: 3 mph (10 mph when flying)
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-4 or by weapon
LEVEL: 2
% IN LAIR: n/a
SIZE: 6' (130 lbs)
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 300+4
TREASURE TYPE: n/a

	These humanoid creatures resemble humans to the point that they cannot be told from true humans except by close medical examination.  They have wings which they can draw in in such a way as to make them invisible to the naked eye.  They typically mix in with humans and their society.  Not much is known about them, except that they always appear as females, regardless of their actual sex.

Sylphs

FREQUENCY: Extremely rare
NUMBER APPEARING: 1
DEFENSIVE BONUS: 5%
MOVEMENT: 3 mph (10 mph when flying)
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-2
LEVEL: 3
% IN LAIR: 10
SIZE: 5' (90 lbs)
INTELLIGENCE: 2
EXPERIENCE POINTS: 300+2
TREASURE TYPE: M, W, X

	Sylphs are similar to nymphs except that they have wings and are fond of flitting about high above the ground.  They generally avoid confrontation with any creature.

Thunderbirds

FREQUENCY: Very rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 15%
MOVEMENT: 1 mph (10 mph when flying)
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-12
LEVEL: 9
% IN LAIR: 10
SIZE: 25'
INTELLIGENCE: 1
EXPERIENCE POINTS: 2000+10
TREASURE TYPE: V

	These extremely large avian creatures are quite capable of swooping down and carrying off man-sized (or smaller) creatures, which they often do.  They attack with their beaks.  Being extremely strong, they often fly in stormy weather, hence their name.

Titanotheres

FREQUENCY: Extremely rare
NUMBER APPEARING: 1-6
DEFENSIVE BONUS: 25%
MOVEMENT: 5 mph
HABITAT: Plains
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-12
LEVEL: 8
% IN LAIR: n/a
SIZE: 8' high at shoulder, 14' long
INTELLIGENCE: 1
EXPERIENCE POINTS: 500+5
TREASURE TYPE: n/a

	These large mammals are similar to Rhinoceroses in appearance and temperament except that they do not have a single large horn.  This category includes the Brontotherium and Baluchiterium, as well as the Unithatheres.

Titans

FREQUENCY: Extremely rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 50%
MOVEMENT: 5 mph
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 8-40
LEVEL: 20
% IN LAIR: 10
SIZE: 25'
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 5000+25
TREASURE TYPE: B, C, P

	Titans are very large humanoids.  They speak their own language and have their own culture.  They generally avoid contact with other humanoids and have been known to accumulate large treasures.

Tritents

FREQUENCY: Rare
NUMBER APPEARING: 10-20
DEFENSIVE BONUS: 25% (tentacles), 50% (body)
MOVEMENT: 0
HABITAT: Any
NUMBER OF ATTACKS PER ROUND: 3+
DAMAGE PER ATTACK: 1-6/1-6/1-6
LEVEL: 8
% IN LAIR: 100
SIZE: 100'+
INTELLIGENCE: 1
EXPERIENCE POINTS: 2000+20
TREASURE TYPE: n/a

	This creature consists of a body (also containing a small brain), which is shaped like a rectangular cube.  When in larval stage, it finds a place to settle, and does not move thereafter.  From the body come three black tentacles, which branch at places into three smaller tentacles.  This branching can continue indefinitely (usually at intervals of 25').  Only the portion of the tentacle from the tip to the last split can actually move, the rest remaining draped where is was when it split.  The tips of the tentacles contain glowing red "eyes" which can detect any movement, although the creature is deaf. The moving portion of the tentacles has an armor class of 5.  The rest of the creature has an armor class of 10.  As the tentacles grow and branch, the remaining part of the creature slowly grows, so that the ends of tentacles are thin and whip-like, whereas near the body they can be several feet in diameter for large specimens.  The tentacle ends attack any moving object and after killing organic matter, will absorb it.  Thus, areas around a Tritent will be devoid of all plant and animal life.  Creatures holding completely still are ignored by the Tritent.  Killing the body will result in the death of the tentacles, whereas killing a single tentacle has no affect on any other tentacles.  Each tentacle has roughly the same percentage of total hit points as they are the percentage of the creature's total mass.

Tritons

FREQUENCY: Very rare
NUMBER APPEARING: 10-20
DEFENSIVE BONUS: 25%
MOVEMENT: 4 mph
HABITAT: Oceans
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 3
% IN LAIR: 25
SIZE: 6' (120 lbs)
INTELLIGENCE: 3-18
EXPERIENCE POINTS: 100+2
TREASURE TYPE: B, O, V, W, X, Y

	Tritons are humanoids that live in the oceans.  They have upper-torsos of humans and the tails of fish.  They are intelligent and speak their own language.  They avoid contact with any intelligent creatures although are sometimes found with mermen.

Troglodytes

FREQUENCY: Uncommon
NUMBER APPEARING: 10-50
DEFENSIVE BONUS: 25%
MOVEMENT: 3 mph
HABITAT: Caves
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6 or by weapon
LEVEL: 2
% IN LAIR: 15
SIZE: 5' (140 lbs)
INTELLIGENCE: 2
EXPERIENCE POINTS: 100+2
TREASURE TYPE: O

	These cave-dwelling hominids resemble apes.  They live in shallow caves and are aggressive if in groups of 10 or larger.  They desire to kill or drive off any humanoids that violate their territory.

Trolls

FREQUENCY: Rare
NUMBER APPEARING: 1-10
DEFENSIVE BONUS: 30%
MOVEMENT: 3 mph
HABITAT: Caves
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 2-12
LEVEL: 6
% IN LAIR: 50
SIZE: 9'
INTELLIGENCE: 3
EXPERIENCE POINTS: 500+2
TREASURE TYPE: C

	Trolls are large humanoids that live in caves.  They only venture out at night.  They are extremely greedy and stupid.  They also have voracious appetites.  They will attack and rob and kill any humanoids they meet.

Unicorns

FREQUENCY: Rare
NUMBER APPEARING: 2-8
DEFENSIVE BONUS: 40%
MOVEMENT: 6 mph
HABITAT: Grasslands
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-6/2-12
LEVEL: 3
% IN LAIR: n/a
SIZE: 6' (2,500 lbs)
INTELLIGENCE: 2
EXPERIENCE POINTS: 400+2
TREASURE TYPE: n/a

	Unicorns are horse-like animals with a single straight horn in their foreheads.  They are strong, intelligent, fast, and shy.  They avoid most humanoids, but are highly desired as steeds.  They attack with forelegs and/or their horns.  They have strong constitutions and are immune to poison.

Vampires

FREQUENCY: Very rare
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 45%
MOVEMENT: 3 mph
HABITAT: Anywhere dark
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-10
LEVEL: 8
% IN LAIR: 50
SIZE: 6' (130 lbs)
INTELLIGENCE: 2
EXPERIENCE POINTS: 400+2
TREASURE TYPE: G

	Vampires are humanoids that only venture out into the night, being adversely affected by bright light.  In intense light they fight with a -10% attack penalty and a -10% defensive penalty.  Never being exposed to sun, they are pale-skinned.  They have infrared vision and ultraviolet vision. They have a strength of 20 and have high constitutions which make them immune to poison.  They feed on the blood of any living warm-blooded creatures, but prefer that of humanoids.  There is a 33% chance that this blood drain will cause the death of the creature.  This blood drain only happens to sleeping creatures, who are not awakened by it.

Whales

	Baleen	Toothed	
FREQUENCY:	Common	Common	
NUMBER APPEARING:	1-6	1-20	
DEFENSIVE BONUS:	30%	30%	
MOVEMENT:	5 mph	10 mph	
HABITAT:	Oceans	Oceans, Rivers	
NUMBER OF ATTACKS PER ROUND:	1	1	
DAMAGE PER ATTACK:	6-24	6-24	
LEVEL:	8-12, 24, or 36	8-12	
% IN LAIR:	n/a	n/a	
SIZE:	up to 100' (200 tons)	60'	
INTELLIGENCE:	2	2	
EXPERIENCE POINTS:	1000+10	1000+10	
TREASURE TYPE:	n/a	n/a	

	Whales are large mammals which live in the oceans.  They consist of carnivores and baleen (plankton eaters) types.  Both types are dangerous if bothered and some carnivores will attack humanoids on sight.  The whales of level 24 do double the stated damage and whales of level 36 do triple the stated damage.  Carnivores of level 36 can swallow humanoids whole, doing 1-10 hp per round automatically thereafter due to digestive juices. Carnivores attack by biting/swallowing while baleen whales attack by pounding victims with their massive tail flukes.

	Whales can dive up to 1,500' deep and remain submerged up to 75 minutes before needing to come up for air.

	Whale meat is tasty and has good nutritional value.

Wights

FREQUENCY: Uncommon
NUMBER APPEARING: 2-12
DEFENSIVE BONUS: 25%
MOVEMENT: 3 mph
HABITAT: Underground
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 1-6
LEVEL: 5
% IN LAIR: 75
SIZE: 5' (120 lbs)
INTELLIGENCE: 2
EXPERIENCE POINTS: 500+2
TREASURE TYPE: A

	Wights are humanoids that inhabit underground complexes.  They never venture outside but are black skinned with black hair.  They dislike any bright light and seek to kill any humanoids that wander into their territory.  They have claws and sharp teeth.  Their eyes are entirely black and rarely blink.  Their call is a ghostly moaning sound.

Wiverns

FREQUENCY: Rare
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 35%
MOVEMENT: 2 mph (8 mph when flying)
HABITAT: Mountains
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-10/1-6
LEVEL: 7
% IN LAIR: 30
SIZE: 12'
INTELLIGENCE: 2
EXPERIENCE POINTS: 1000+10
TREASURE TYPE: V

	Wiverns are large reptiles related to dragons.  Unlike dragons, however, they only have two legs and also have a barbed tail.  Attacks are by biting or by whipping with their barbed tails.  They carry off smaller livestock (pigs, chickens, etc.) for food.

Wolverines

FREQUENCY: Uncommon
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 25%
MOVEMENT: 3 mph
HABITAT: Temperate forests
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-4/1-8
LEVEL: 3
% IN LAIR: 10
SIZE: 3'
INTELLIGENCE: 1
EXPERIENCE POINTS: 100+2
TREASURE TYPE: n/a

	Wolverines (or Skunk Bears) are small vicious mammals.  They can spray a strong and unpleasant musk at will but are more known for their bad temper and ferocious attacks.  They are avoided by much larger animals (such as bears) due to their ferocity.

Worm, Man-eating

FREQUENCY: Rare
NUMBER APPEARING: 1-2
DEFENSIVE BONUS: 25%
MOVEMENT: 1 mph
HABITAT: Snowbound areas
NUMBER OF ATTACKS PER ROUND: 1
DAMAGE PER ATTACK: 3-24
LEVEL: 6+20
% IN LAIR: 15
SIZE: 75'
INTELLIGENCE: 1
EXPERIENCE POINTS: 800+10
TREASURE TYPE: n/a

	This creature is the largest known Nematode, reaching up to 75' in length.  It is omnivorous, but prefers fresh meat.  They are blind and deaf, but can sense vibrations around them to 100'.  They do this well enough that they attack and defend as if they could see.  However, invisibility is of no advantage in this case.  They can burrow through soil and loose rock.  They attack by biting.

Yeti

FREQUENCY: Rare
NUMBER APPEARING: 1-4
DEFENSIVE BONUS: 25%
MOVEMENT: 4 mph
HABITAT: Snowbound areas
NUMBER OF ATTACKS PER ROUND: 2
DAMAGE PER ATTACK: 1-6/1-6
LEVEL: 4
% IN LAIR: 10
SIZE: 10'
INTELLIGENCE: 2
EXPERIENCE POINTS: 400+2
TREASURE TYPE: C

	Yeti (Abominable Snowmen) are humanoids found only in cold snow or ice-bound areas.  They have white fur which helps them remain invisible at distances of 300' or farther.  They attack with powerful fists when fighting but are shy and avoid contact with other humanoids.

APPENDIX A

Encounter Charts

Roll 3d6 to determine a random encounter.  Random encounter tables are set up as follows:

3	Very rare	
4	Very rare	
5	Rare	
6	Rare	
7	Uncommon	
8	Uncommon	
9	Common	
10	Common	
11	Common	
12	Uncommon	
13	Uncommon	
14	Rare	
15	Rare	
16	Very rare	
17	Very rare	
18	Extremely rare	

PRE-GENERATED RANDOM ENCOUNTER TABLES

As the party progresses in level, they will need to encounter higher-level creatures in order to stay challenged.  Yet, for continuity, the set of encounters should not entirely change each time a level is gained.  Thus, the following tables are used for parties of the given level for the GM to determine which of the Level Encounter Tables should be used.

Level 1						    Level 2
Roll on Level I  table						Roll 1d2	Table
1	Level I
2	Level II

Level 3						    Level 4
Roll 1d4		Table					Roll 1d8	Table
1			Level I					1		Level I
2			Level II					2		Level II
3-4			Level III					3-4		Level III
								5-8		Level IV

Level 5						    Level 6
Roll 1d10		Table					Roll 1d12	Table
1			Level I					1		Level I
2			Level II					2		Level II
3			Level III					3		Level III
4-5			Level IV					4		Level IV
6-10			Level V					5-6		Level V
7-12		Level VI

Level 7						    Level 8
Roll 1d20		Table					Roll 1d100	Table
1			Level I					1		Level I
2			Level II					2-4		Level II
3			Level III					5-9		Level III
4			Level IV					10-14		Level IV
5-7			Level V					15-20		Level V
8-10			Level VI					21-30		Level VI
11-20			Level VII				31-50		Level VII
51-100		Level VIII

Level 9						    Level 10
Roll 1d100		Table					Roll 1d100	Table
1			Level I					1		Level I
2			Level II					2		Level II
3-4			Level III					3		Level III
5-9			Level IV					4		Level IV
10-14			Level V					5-9		Level V
15-20			Level VI					10-14		Level VI
21-30			Level VII				15-20		Level VII
31-50			Level VIII				21-30		Level VIII
51-100			Level IX					31-50		Level IX
51-100		Level X

Encounter Tables By Level

	Level I				Level II		
							
Roll	Creature	# Appearing		Roll	Creature	# Appearing	
3	Pixies	2-12		3	Green Slime	1-2	
4	Brownies	2-12		4	Blue Slime	1-2	
5	Electric Eels	1-2		5	Giant Primates	2-21	
6	Sprites	3-12		6	Giant Eels	2-8	
7	Hobgoblins	2-20		7	Giant Scorpions	1-8	
8	Gnomes	1-10		8	Troglodytes	2-12	
9	Cleaning Drones	1-4		9	Rats	2-20	
10	Character party			10	Character party		
11	Centipedes	4-24		11	Equines	2-12	
12	Elves	1-12		12	Ornitholestes	1-10	
13	Compsognathus	1-4		13	Giant Centipedes	2-8	
14	Fairies	1-12		14	Black Slime	1-2	
15	Nixies	3-18		15	Dryads	2-12	
16	Pegasi	1-4		16	Homunculus	1-12	
17	Dryads	1-8		17	Rakshasa	1-8	
18	Nymphs	2-8		18	Swan Maidens	1-3	

	Level III				Level IV		
							
Roll	Creature	# Appearing		Roll	Creature	# Appearing	
3	Boggles	1-8		3	Bogies	1-6	
4	Sirens	3-12		4	Huge Boars	1-4	
5	Harpies	2-16		5	Gargoyle	2-8	
6	Unicorns	1-12		6	Yeti	1-8	
7	Buffalo	3-24		7	Seal Lions	3-18	
8	Crocodiles	2-12		8	Firedrakes	1-10	
9	Bovines	2-20		9	Sharks	1-12	
10	Character party			10	Character party		
11	Stags	1-4		11	Snakes	1-20	
12	Wolverines	1-2		12	Dinichthys	1-10	
13	Androids	1-6		13	Felines	1-12	
14	Bugbears	1-4		14	Hydra	1	
15	Ghouls	2-8		15	Guardian Robots	1-3	
16	Tritons	1-4		16	Huge Lynx	1-2	
17	Huge Jellyfish	1-8		17	Giant Bugbears	1-4	
18	Sylphs	2-8		18	Barguest	2-8	

	Level V				Level VI		
							
Roll	Creature	# Appearing		Roll	Creature	# Appearing	
3	Hydra	1		3	Gorgons	1-3	
4	Giant Hippocampus	1-2		4	Giant Cockatrice	1	
5	Giant Firedrakes	1-2		5	Trolls	1-6	
6	Manticores	1-4		6	Basilisks	1-2	
7	Giant Snakes	1-8		7	Huge Snakes	1-2	
8	Wights	1-6		8	Combat Robots	1	
9	Bears	1-4		9	Anatosaurus	2-20	
10	Character party			10	Character party		
11	Sharks	1-20		11	Sharks	1-20	
12	Dinichthys	1-6		12	Dinichthys	1-6	
13	Dimetrodons	2-8		13	Giant Bears	1-3	
14	Hydra	1		14	Type I Supertych	1	
15	Cockatrice	1-2		15	Type II Supertych	1	
16	Minotaurs	1-6		16	Hydra	1	
17	Rocs	1-4		17	Task-force Robot	1	
18	Nightmares	3-18		18	Lamias	1-4	

	Level VII				Level VIII		
							
Roll	Creature	# Appearing		Roll	Creature	# Appearing	
3	Hydra	1		3	Hydra	1	
4	Night hags	1-4		4	Vampires	1-2	
5	Huge Bears	1-2		5	Intelligent Probe	1	
6	Cyborg	1		6	Tritent	1	
7	Shark	1		7	Dragons	1-2	
8	Archelon Ischyras	1-3		8	Pachyderms	1-20	
9	Hippopotamus	2-24		9	Humans	1-12	
10	Character party			10	Character party		
11	Griffons	1-6		11	Whales	3-18	
12	Dragons	1-2		12	Giant Griffons	1-4	
13	Dinichthys	1-6		13	Dinichthys	1-4	
14	Chimeras	1-2		14	Type III Supertych	1	
15	Wivern	1		15	Worm, Man-eating	1	
16	Specters	1-3		16	Giant Chimera	1	
17	Giant Basilisk	1		17	Giant Wivern	1	
18	Opinicus	1-4		18	Hunter Robot	1	

	Level IX				Level X		
							
Roll	Creature	# Appearing		Roll	Creature	# Appearing	
3	Hieracosphinx	1		3	Giant Thunderbird	1	
4	Thunderbirds	1-2		4	Cyclops	1-2	
5	Huge Griffons	1-2		5	Shedu	1-2	
6	Giant Chimeras	2		6	Squid, Giant	1	
7	Anklyosaurs	1-3		7	Giant Snakes	3-18	
8	Glyptodonts	1-2		8	Mermen	10-100	
9	Humans	1-12		9	Ceratopsians	1-4	
10	Character party			10	Character party		
11	Whales	3-18		11	Humans	1-10	
12	Sloth, Giant Ground	1-2		12	Megalosaurs	2-8	
13	Dragons	1-2		13	Mosasaurs	1-4	
14	Wiverns	3-12		14	Type V Supertych	1	
15	Young Gorgosaurus	1-4		15	Type VI Supertych	1	
16	Golems	2-8		16	Sphinx	1	
17	Type IV Supertych	1		17	Giant Hieracosphinx	1	
18	Chu'Charlain	1-3		18	Chu'Alfahaz	1	

APPENDIX B

Creatures Listed By Level

LEVEL 0

Creature	Frequency	
Brownies	Very rare	

LEVEL 1

Creature	Frequency	
Baboon	Uncommon	
Badgers	Uncommon	
Barracudas	Uncommon	
Centipedes	Common	
Cleaning Drones	Common	
Compsognathus	Uncommon	
Coyote	Common	
Duergar	Uncommon	
Eagle	Uncommon	
Edaphosaurus	Rare	
Eel, Electric	Rare	
Elves	Uncommon	
Emu	Uncommon	
Fairies	Rare	
Falcon	Rare	
Fox	Uncommon	
Gnomes	Uncommon	
Goblins	Uncommon	
Guard dog	Common	
Hawk	Common	
Hobgoblins	Uncommon	
Insects	Common	
Jellyfish	Uncommon	
Lamprey	Common	
Mermen	Uncommon	
Monkey	Common	
Monoclonius	Common	
Necs	Uncommon	
Nymphs	Extremely rare	
Ostrich	Common	
Pegasi	Very rare	
Pixies	Very rare	
Rays	Common	
Rhea	Uncommon	
Scorpions	Uncommon	
Sprites	Rare	

LEVEL 2

Creature	Frequency	
Chimpanzee	Uncommon	
Eel, Marine	Uncommon	
Equines	Common	
Homunculus	Very rare	
Onychophoran, Giant	Extremely rare	
Ornitholestes	Uncommon	
Rakshasas	Very rare	
Rats	Common	
Rhinoceroses	Common	
Servant Automaton	Common	
Slime, Black	Very rare	
Slime, Blue	Very rare	
Slime, Green	Very rare	
Swan Maidens	Extremely rare	
Troglodytes	Uncommon	
Wolf	Uncommon	

LEVEL 3

Creature	Frequency	
Androids	Uncommon	
Boars	Uncommon	
Boggles	Very rare	
Buffalo	Uncommon	
Bugbears	Rare	
Camels, Bactrian	Uncommon	
Camels, Dromedary	Uncommon	
Ghouls	Rare	
Harpies	Rare	
Hippogriffs	Rare	
Leprechauns	Uncommon	
Lynx	Rare	
Ogres	Uncommon	
Pterosaurs	Common	
Satyrs	Uncommon	
Shades	Rare	
Sirens	Very rare	
Stags	Common	
Sylphs	Extremely rare	
Tritons	Very rare	
Unicorns	Rare	
Wolverines	Uncommon	
Bovines	Common	

LEVEL 4

Creature	Frequency	
Alligator	Uncommon	
Barguests	Extremely Rare	
Bogies	Very Rare	
Centaurs	Rare	
Cougar	Uncommon	
Crocodile	Uncommon	
Firedrakes	Uncommon	
Guardian Robots	Rare	
Hippocampus	Rare	
Leopard	Rare	
Lion	Uncommon	
Seal Lions	Uncommon	
Snakes	Common	
Yeti	Rare	
Dinichthys	Uncommon	
Sharks	Common	

LEVEL 5

Creature	Frequency	
Bears, Brown/Black	Common	
Cockatrice	Rare	
Dimetrodon	Uncommon	
Manticores	Rare	
Minotaurs	Very rare	
Mold, Green	Rare	
Mold, Red	Rare	
Phytosaur	Rare	
Rocs	Very Rare	
Smilodon	Rare	
Wights	Uncommon	

LEVEL 6

Creature	Frequency	
Anatosaurus	Common	
Basilisks	Rare	
Bears, Grizzly	Uncommon	
Bears, Polar	Uncommon	
Camptosaurus	Uncommon	
Combat Robot	Uncommon	
Gorgons	Very rare	
Iguanodon	Uncommon	
Lamias	Extremely rare	
Supertych, Type I	Rare	
Supertych, Type II	Rare	
Task-force Robots	Very Rare	
Trolls	Rare	
Worm, Man-eating	Rare	

LEVEL 7

Creature	Frequency	
Archelon Ischyras	Uncommon	
Chimeras	Rare	
Cyborgs	Rare	
Griffons	Common	
Hippopotami	Common	
Hydras	Rare	
Night Hags	Very rare	
Opinicus	Extremely rare	
Specters	Very rare	
Wiverns	Rare	
Dragons	Uncommon	

LEVEL 8

Creature	Frequency	
Dragons	Uncommon	
Elephant	Uncommon	
Hunter Robots	Extremely Rare	
Intelligent Probe	Rare	
Mammoth	Rare	
Mastodon	Rare	
Panoplosaurus	Rare	
Styracosaurus	Uncommon	
Supertych, Type III	Very rare	
Titanotheres	Extremely rare	
Tritents	Rare	
Vampires	Very rare	
Ichthyosaurus	Uncommon	
Teratosaurus	Rare	

LEVEL 9

Creature	Frequency	
Anklyosaurus	Uncommon	
Chu'Charclain	Extremely Rare	
Glyptodonts	Uncommon	
Hieracosphinxs	Very rare	
Sloths, Giant Ground	Uncommon	
Supertych, Type IV	Very Rare	
Thunderbirds	Very rare	
Golems	Very rare	
Ceratosaurus	Uncommon	
Mosasaurus	Uncommon	

LEVEL 10

Creature	Frequency	
Chu'Alfahaz	Extremely Rare	
Cyclops	Very rare	
Shedu	Rare	
Squids, Giant	Rare	
Supertych, Type V	Rare	
Supertych, Type VI	Rare	
Triceratops	Common	
Megalosaurus	Uncommon	
Plesiosaurus	Common	

LEVEL 11

Creature	Frequency	
Androsphinx	Rare	
Criosphinx	Extremely rare	
Sphinx	Rare	

LEVEL 12

Creature	Frequency	
Behemoths	Extremely Rare	

LEVEL 15

Creature	Frequency	
Stegosaurus	Common	

LEVEL 18

Creature	Frequency	
Gorgosaurus	Rare	

LEVEL 19

Creature	Frequency	
Allosaurus	Uncommon	

LEVEL 20

Creature	Frequency	
Krakens	Extremely rare	
Phoenix	Extremely rare	
Titans	Extremely rare	
Tyrannosaurus Rex	Very Rare	

LEVEL 31

Creature	Frequency	
Camarasaurus	Rare	

LEVEL 32

Creature	Frequency	
Brontosaurus	Common	

LEVEL 33

Creature	Frequency	
Brachiosaurus	Uncommon	

LEVEL 34

Creature	Frequency	
Diplodocus	Uncommon	

MULTIPLE LEVELS

Levels	Creature	Frequency	
1-5	Spiders	Common	
1-2	Dryads	Very rare	
1-20	Humans	Common	
1-4	Frogs, Poisonous	Common	
1-4	Nixies	Rare	
3-4	Gorilla	Rare	
4 to 8	Dinichthys	Uncommon	
4 to 8	Sharks	Common	
7-9	Dragons	Uncommon	
8-12	Whale, Toothed	Common	
8-12, 24, or 36	Whale, Baleen	Common	

APPENDIX C

Creatures Listed By Frequency

Common

Creature	Level	
Anatosaurus	6	
Bears, Brown/Black	5	
Bovines	3+12	
Brontosaurus	32	
Centipedes	1	
Cleaning Drones	1	
Coyote	1	
Equines	2	
Frogs, Poisonous	1-4	
Griffons	7	
Guard dog	1	
Hawk	1	
Hippopotami	7	
Humans	1-20	
Insects	1	
Lamprey	1	
Monkey	1	
Monoclonius	1	
Ostrich	1	
Plesiosaurus	10+10	
Pterosaurs	3	
Rats	2	
Rays	1	
Rhinoceroses	2	
Servant Automaton	2	
Sharks	4 to 8	
Snakes	4	
Spiders	1 to 5	
Stags	3	
Stegosaurus	15	
Triceratops	10	
Whale, Baleen	8-12, 24, or 36	
Whale, Toothed	8-12	

Extremely Rare

Creature	Level	
Barguests	4	
Behemoths	12	
Chu'Alfahaz	10	
Chu'Charclain	9	
Criosphinx	11	
Hunter Robots	8	
Krakens	20	
Lamias	6	
Nymphs	1	
Onychophoran, Giant	2	
Opinicus	7	
Phoenix	20	
Swan Maidens	2	
Sylphs	3	
Titanotheres	8	
Titans	20	

Rare

Creature	Level	
Androsphinx	11	
Basilisks	6	
Bugbears	3	
Camarasaurus	31	
Centaurs	4	
Chimeras	7	
Cockatrice	5	
Cyborgs	7	
Edaphosaurus	1	
Eel, Electric	1	
Fairies	1	
Falcon	1	
Ghouls	3	
Gorgosaurus	18	
Gorilla	3-4	
Guardian Robots	4	
Harpies	3	
Hippocampus	4	
Hippogriffs	3	
Hydras	7	
Intelligent Probe	8	
Leopard	4	
Lynx	3	
Mammoth	8	
Manticores	5	
Mastodon	8	
Mold, Green	5	
Mold, Red	5	
Nixies	1-4	
Panoplosaurus	8	
Phytosaur	5	
Shades	3	
Shedu	10	
Smilodon	5	
Sphinx	11	
Sprites	1	
Squids, Giant	10	
Supertych, Type I	6	
Supertych, Type II	6	
Supertych, Type V	10	
Supertych, Type VI	10	
Teratosaurus	8+8	
Tritents	8	
Trolls	6	
Unicorns	3	
Wiverns	7	
Worm, Man-eating	6+20	
Yeti	4	

Uncommon

Creature	Level	
Alligator	4	
Allosaurus	19	
Androids	3	
Anklyosaurus	9	
Archelon Ischyras	7	
Baboon	1	
Badgers	1	
Barracudas	1	
Bears, Grizzly	6	
Bears, Polar	6	
Boars	3	
Brachiosaurus	33	
Buffalo	3	
Camels, Bactrian	3	
Camels, Dromedary	3	
Camptosaurus	6	
Ceratosaurus	9+9	
Chimpanzee	2	
Combat Robot	6	
Compsognathus	1	
Cougar	4	
Crocodile	4	
Dimetrodon	5	
Dinichthys	4 to 8	
Diplodocus	34	
Dragons	7-9	
Duergar	1	
Eagle	1	
Eel, Marine	2	
Elephant	8	
Elves	1	
Emu	1	
Firedrakes	4	
Fox	1	
Glyptodonts	9	
Gnomes	1	
Goblins	1	
Hobgoblins	1	
Ichthyosaurus	8+8	
Iguanodon	6	
Jellyfish	1	
Leprechauns	3	
Lion	4	
Megalosaurus	10+10	
Mermen	1	
Mosasaurus	9+9	
Necs	1	
Ogres	3	
Ornitholestes	2	
Rhea	1	
Satyrs	3	
Scorpions	1	
Seal Lions	4	
Sloths, Giant Ground	9	
Styracosaurus	8	
Troglodytes	2	
Wights	5	
Wolf	2	
Wolverines	3	

Very rare

Creature	Level	
Boggles	3	
Bogies	4	
Brownies	0+5	
Cyclops	10	
Dryads	1-2	
Golems	9 (60 hp)	
Gorgons	6	
Hieracosphinxs	9	
Homunculus	2	
Minotaurs	5	
Night Hags	7	
Pegasi	1	
Pixies	1	
Rakshasas	2	
Rocs	5	
Sirens	3	
Slime, Black	2	
Slime, Blue	2	
Slime, Green	2	
Specters	7	
Supertych, Type III	8	
Supertych, Type IV	9	
Task-force Robots	6	
Thunderbirds	9	
Tritons	3	
Tyrannosaurus Rex	20	
Vampires	8	

APPENDIX D

Creatures Listed By Environment

Anywhere

Creature	Frequency	Level	
Anatosaurus	Common	6	
Behemoths	Extremely Rare	12	
Bugbears	Rare	3	
Camptosaurus	Uncommon	6	
Centipedes	Common	1	
Chu'Alfahaz	Extremely Rare	10	
Chu'Charclain	Extremely Rare	9	
Combat Robot	Uncommon	6	
Cyborgs	Rare	7	
Dragons	Uncommon	7-9	
Eagle	Uncommon	1	
Falcon	Rare	1	
Golems	Very rare	9 (60 hp)	
Gorgons	Very rare	6	
Guardian Robots	Rare	4	
Harpies	Rare	3	
Hawk	Common	1	
Hobgoblins	Uncommon	1	
Homunculus	Very rare	2	
Humans	Common	1-20	
Hunter Robots	Extremely Rare	8	
Hydras	Rare	7	
Iguanodon	Uncommon	6	
Insects	Common	1	
Intelligent Probe	Rare	8	
Lamias	Extremely rare	6	
Night Hags	Very rare	7	
Ogres	Uncommon	3	
Rakshasas	Very rare	2	
Rats	Common	2	
Shades	Rare	3	
Snakes	Common	4	
Specters	Very rare	7	
Spiders	Common	1 to 5	
Supertych, Type I	Rare	6	
Supertych, Type II	Rare	6	
Supertych, Type III	Very rare	8	
Supertych, Type IV	Very Rare	9	
Supertych, Type V	Rare	10	
Supertych, Type VI	Rare	10	
Swan Maidens	Extremely rare	2	
Task-force Robots	Very Rare	6	
Tritents	Rare	8	
Vampires	Very rare	8	

Caves/Caverns/Underground

Creature	Frequency	Level	
Barguests	Extremely Rare	4	
Cyclops	Very rare	10	
Duergar	Uncommon	1	
Elves	Uncommon	1	
Ghouls	Rare	3	
Gnomes	Uncommon	1	
Goblins	Uncommon	1	
Manticores	Rare	5	
Minotaurs	Very rare	5	
Mold, Green	Rare	5	
Mold, Red	Rare	5	
Slime, Black	Very rare	2	
Slime, Blue	Very rare	2	
Slime, Green	Very rare	2	
Troglodytes	Uncommon	2	
Trolls	Rare	6	
Wights	Uncommon	5	

Deep Ocean/Sea

Creature	Frequency	Level	
Krakens	Extremely rare	20	
Squids, Giant	Rare	10	

Deserts

Creature	Frequency	Level	
Bogies	Very Rare	4	
Camels, Bactrian	Uncommon	3	
Camels, Dromedary	Uncommon	3	
Opinicus	Extremely rare	7	
Phoenix	Extremely rare	20	
Scorpions	Uncommon	1	

Domestic

Creature	Frequency	Level	
Androids	Uncommon	3	
Bovines	Common	3+12	
Cleaning Drones	Common	1	
Equines	Common	2	
Servant Automaton	Common	2	

Forests/Woodlands

Creature	Frequency	Level	
Bears, Brown/Black	Common	5	
Boars	Uncommon	3	
Boggles	Very rare	3	
Brownies	Very rare	0+5	
Centaurs	Rare	4	
Cougar	Uncommon	4	
Dryads	Very rare	1-2	
Elves	Uncommon	1	
Fairies	Rare	1	
Leprechauns	Uncommon	3	
Lynx	Rare	3	
Monoclonius	Common	1	
Onychophoran, Giant	Extremely rare	2	
Pixies	Very rare	1	
Satyrs	Uncommon	3	
Sloths, Giant Ground	Uncommon	9	
Smilodon	Rare	5	
Sprites	Rare	1	
Stags	Common	3	
Stegosaurus	Common	15	
Styracosaurus	Uncommon	8	
Triceratops	Common	10	
Wolverines	Uncommon	3	

Grasslands

Creature	Frequency	Level	
Baboon	Uncommon	1	
Lion	Uncommon	4	
Rhinoceroses	Common	2	
Unicorns	Rare	3	

Jungles

Creature	Frequency	Level	
Chimpanzee	Uncommon	2	
Gorilla	Rare	3-4	
Leopard	Rare	4	
Monkey	Common	1	

Lakes

Creature	Frequency	Level	
Necs	Uncommon	1	
Frogs, Poisonous	Common	1-4	

Land, anywhere

Creature	Frequency	Level	
Anklyosaurus	Uncommon	9	
Coyote	Common	1	
Fox	Uncommon	1	
Glyptodonts	Uncommon	9	
Guard dog	Common	1	
Panoplosaurus	Rare	8	
Wolf	Uncommon	2	

Mountains

Creature	Frequency	Level	
Pterosaurs	Common	3	
Chimeras	Rare	7	
Criosphinx	Extremely rare	11	
Androsphinx	Rare	11	
Basilisks	Rare	6	
Bears, Grizzly	Uncommon	6	
Firedrakes	Uncommon	4	
Hieracosphinxs	Very rare	9	
Hippogriffs	Rare	3	
Rocs	Very Rare	5	
Shedu	Rare	10	
Sphinx	Rare	11	
Sylphs	Extremely rare	3	
Thunderbirds	Very rare	9	
Titans	Extremely rare	20	
Wiverns	Rare	7	
Cyclops	Very rare	10	

Oceans/Seas

Creature	Frequency	Level	
Archelon Ischyras	Uncommon	7	
Barracudas	Uncommon	1	
Dinichthys	Uncommon	4 to 8	
Eel, Marine	Uncommon	2	
Hippocampus	Rare	4	
Ichthyosaurus	Uncommon	8+8	
Jellyfish	Uncommon	1	
Mermen	Uncommon	1	
Mosasaurus	Uncommon	9+9	
Phytosaur	Rare	5	
Plesiosaurus	Common	10+10	
Rays	Common	1	
Seal Lions	Uncommon	4	
Sharks	Common	4 to 8	
Sirens	Very rare	3	
Tritons	Very rare	3	
Whale, Baleen	Common	8-12, 24, or 36	
Whale, Toothed	Common	8-12	

Plains

Creature	Frequency	Level	
Allosaurus	Uncommon	19	
Bovines	Common	3+12	
Buffalo	Uncommon	3	
Ceratosaurus	Uncommon	9+9	
Compsognathus	Uncommon	1	
Elephant	Uncommon	8	
Emu	Uncommon	1	
Equines	Common	2	
Gorgosaurus	Rare	18	
Mastodon	Rare	8	
Megalosaurus	Uncommon	10+10	
Monoclonius	Common	1	
Ornitholestes	Uncommon	2	
Ostrich	Common	1	
Rhea	Uncommon	1	
Stegosaurus	Common	15	
Styracosaurus	Uncommon	8	
Teratosaurus	Rare	8+8	
Titanotheres	Extremely rare	8	
Triceratops	Common	10	
Tyrannosaurus Rex	Very Rare	20	

Rivers

Creature	Frequency	Level	
Eel, Electric	Rare	1	
Nixies	Rare	1-4	
Whale, Toothed	Common	8-12	

Snowbound/Polar

Creature	Frequency	Level	
Bears, Polar	Uncommon	6	
Mammoth	Rare	8	
Worm, Man-eating	Rare	6+20	
Yeti	Rare	4	

Swamps

Creature	Frequency	Level	
Brachiosaurus	Uncommon	33	
Brontosaurus	Common	32	
Camarasaurus	Rare	31	
Dimetrodon	Uncommon	5	
Diplodocus	Uncommon	34	
Edaphosaurus	Rare	1	
Frogs, Poisonous	Common	1-4	

Tropical

Creature	Frequency	Level	
Cockatrice	Rare	5	
Crocodile	Uncommon	4	
Hippopotami	Common	7	

Other

Environment	Creature	Frequency	Level	
Cliffs	Griffons	Common	7	
Fresh and salt water	Lamprey	Common	1	
Subtropical aquatic	Alligator	Uncommon	4	
Temperate areas	Badgers	Uncommon	1	
Wilderness	Pegasi	Very rare	1	
Various	Nymphs	Extremely rare	1	

Index

Alligator, 30
Allosaurs, 32
Allosaurus, 32
Anatosaurus, 39
Androids, 96
Androsphinx, 6
Anklyosaurs, 33
Anklyosaurus, 33
Antrodemus, 32
Ants, 69
Archelon Ischyras, 33

Baboon, 89
Badger, 7
Baluchiterium, 128
Barguests, 8
Barracudas, 9
Basilisks, 10
Bears, 11
Bees, 69
Behemoths, 96
Binad: Explorer, 14; Exterminator, 15; Scout, 14; Worker, 15
Binads, 13
Black Bear, 11
Black Slime, 117
Blue Mold, 77
Blue Slime, 117
Boars, 12
Boggles, 16
Bogies, 17
Bovines, 18
Brachiosaurus, 34
Brontosaurs, 34
Brontosaurus, 34
Brontotherium, 128
Brown Bear, 11
Brownies, 19
Buffalo, 20
Bugbears, 21

Camarasaurus, 34
Camels, 22
Camptosaurus, 39
Canines, 23
Centaurs, 24
Centipedes, 25
Ceratopsians, 34
Ceratosaurus, 36
Chimeras, 26
Chimpanzee, 89
Chu'Alfahaz, 97
Chu'Charclain, 98
Chupacabra, 27
Cleaning Drones, 99
Cockatrice, 28
Combat Robots, 100
Compsognathus, 35
Cougar, 48
Coyote, 23
Criosphinx, 29
Crocodile, 30
Crocodiles, 30
Cyborgs, 101
Cyclops, 31

Dimetrodon, 35
Dinichthys, 36
Dinosaurs, 32
Diplodocus, 34
Dog: Guard, 23
Dragons, 40
Dryads, 41
Duergar, 42

Eagle, 91
Edaphosaurus, 35
Eels, 43
Electric Eel, 43
Elephant, 85
Elves, 44
Emu, 49
Equines, 45
Explorer Binad, 14
Exterminator Binad, 15

Fairies, 46
Falcon, 91
Felines, 48
Firedrakes, 47
Flies, 69
Flightless Birds, 49
Fox, 23

Geryon, 52
Ghouls, 51
Giant Ground Sloths, 118
Giant Onychophoran, 83
Giant Squids, 123
Giant varieties, 3
Glyptodonts, 53
Gnomes, 54
Goblins, 55
Golems, 101
Gorgons, 56
Gorgosaurus, 32
Gorilla, 89
Green Mold, 77
Green Slime, 117
Gremlins, 58
Griffons, 57
Grizzly Bear, 11
Guard dog, 23
Guardian Robots, 102

Harpies, 59
Hawk, 91
Hell Hound, 60
Hieracosphinxs, 61
Hippocampus, 62
Hippogriffs, 63
Hippopotami, 64
Hobgoblins, 65
Homunculus, 66
Huge varieties, 3
Humans, 67
Hunter Robots, 102
Hydras, 68

Ichthyosaurus, 37
Iguanodon, 39
Insects, 69
Intelligent Probe, 103

Jellyfish, 70

Krakens, 71

Lamias, 72
Lamprey, 43
Leopard, 48
Leprechauns, 73
Lion, 48
Lynx, 48

Mammoth, 85
Man-eating Worms, 140
Manticores, 74
Marine Eel, 43
Mastodon, 85
Megalosaurs, 36
Megalosaurus, 36
Mermaids, 75
Mermen, 75
Minotaurs, 76
Molds, 77
Monkey, 89
Monoclonius, 34
Mosasaurs, 37
Mosasaurus, 37

Necs, 78
Night Hags, 79
Nixies, 80
Nymphs, 81

Ogres, 82
Opinicus, 84
Ornitholestes, 37
Ostrich, 49

Pachyderms, 85
Panoplosaurus, 33
Pegasi, 86
Pelycosaurs, 35
Phoenix, 87
Phytosaur, 30
Pixies, 88
Plesiosaurus, 37
Poisonous Frogs, 50
Polar Bear, 11
Portuguese Man-O-War, 70
Primates, 89
Pterosaurs, 38
Pygmy varieties, 3

Rakshasas, 90
Raptors, 91
Rats, 92
Rays, 93
Red Mold, 77
Rhea, 49
Rhinoceroses, 94
River Nymph, 81
Robots, 95
Rocs, 108

Satyrs, 109
Scorpions, 110
Scout Binad, 14
Sea Lions, 111
Sea Nymph, 81
Seal Lions, 112
Servant Automatons, 103
Shades, 113
Sharks, 114
Shedu, 115
Sirens, 116
Skunk Bears, 139
Slimes, 117
Smilodon, 48
Snakes, 119
Specters, 104
Sphinx, 120
Spiders, 121
Sprites, 122
Stags, 124
Stegosaurus, 38
Styracosaurus, 34
Supertych, Type I, 104
Supertych, Type II, 104
Supertych, Type III, 105
Supertych, Type IV, 106
Supertych, Type V, 106
Supertych, Type VI, 107
Swan Maidens, 125
Sylphs, 126

Task-force Robots, 107
Teratosaurus, 36
Thunderbirds, 127
Titanotheres, 128
Titans, 129
Triceratops, 34
Tritents, 130
Tritons, 131
Troglodytes, 132
Trolls, 133
Tyrannosaurus Rex, 32

Unicorns, 134
Unithatheres, 128

Vampires, 135

Wasps, 69
Whales, 136
Wights, 137
Wiverns, 138
Wolf, 23
Wolverines, 139
Wood Nymph, 81
Worker Binad, 15

Yeti, 141