I'd use this table 50% of the time for random level 1 encounters, 40% for level 2, 30% for level 3, 20% for level 4, 10% for all deeper levels unless really remote or hard to reach sub-level. I'd likely increase monster probability by about 50% to make up for the number of not too dangerous low-life meant to be there in a busy dungeon.
Stats are for S&W which is compatible with my house rules and lots of other folks games.
Low-Life Encounter Table (v-1)
- Dungeon Trapdoor Spider HD: 1d3 hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: poison bite. blends into stonework bottom few feet of wall or in doorways - poison+2 save. Double Surprise Chance.
- Redback Dungeon Spider HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: poison. - black orb with scarlet eye mark on back builds scraggly webs under benches, furniture, goods left against walls, holes - poison aggressive with nest.
- Dungeon Rat-Eating Spider HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: poison, a 2 hand size spider with necrotic bite for 1d6+2 venom damage save vs. poison for half - not hostile but might be startled and defend self.
- Dungeon Camel Spider - HD: 1d3hp; AC: 6[13]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: poison, foot long creatures look part lobster. Paralyze you with venom then eat 1hp per 1d10 minutes, others may join in meal, attack sleepers unless desperate.
- Subterranean Scorpion - HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: poison. Up to foot long ,Poison+2 save, aggressive .
- Gravel Centipede - HD: 1d3hp; AC: 7[12]; ATK: special; Mv: 6; Save:18; AL-N; CL/XP- A; Special: poison, 1’ to 3’ long , Poison+4 save or suffer 2-7 hp(no damage otherwise), angry if disturbed nest or while eating.
- Reek Grubs - HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 3; Save:18; AL-N; CL/XP- A; Special: infest. Grubs attack for 1hp if foe fails save grubs bore into host as a parasite – drain 1hp a week, when kill victim 1d6 burst forth per initial parasite. Infested victims will reek.
- Dungeon Fleas - infested area spreads to party, lose 1 hp per day till treated, with weekly disease check
- Dungeon thread worms - 2d6 sticky threads attack and cling to victim from wet patch on ground or near food or rubbish for 1hp per worm then live inside host as a parasite - when worms exeed HP victim bursts open
- Swarming Maze Mosquitoes - swarm inflict 1hp per round for 1d4 rounds then leaves. 20% diseased.
- Giant Maze Mosquito - HD: 1d4hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: blood drain, if attack hits automatically inflict-1d3 per round till dead, 50% diseased.
- Stone Tick HD: 1d4hp; AC: 3[16]; ATK: 1pt; Mv: 3; Save:18; AL-N; CL/XP- A; Special: - bite then suck 1d3/rnd, 75% diseased
- Aggroach, HD 1d3hp; AC: 7[12]; ATK:1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special -, oversized (1’) aggressive cockroach on the hunt,
- Immature Tunnel Worm HD: 1d6hp; AC: 7[12]; ATK: 1-3 bite r stinger; Mv: 6; Save:18; AL-N; CL/XP- B; kill and eat now or else…
- Crunchy Cave Cricket HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 12; Save:18; AL-N; CL/XP- A; Special: -, may congregate near scraps
- 1d100 cockroaches - may get into party stuff and lay eggs, eat food and scrolls. Ruins food if not all killed within 3 days. Will ruin scrolls in 5 days. Each has a 50% chance to hide.
- Root Termites- HD: 1d3hp; AC: 6[13]; ATK:10’ reach acid spray 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: acid. If hit by acid spray save or keep being burnt by acid for 1-4 more rounds.
- Dungeon Dung Beetle – usually harmless, collects dung and rolls away and stores in nest neatly
- Stalactite Wasp - HD: 1d4hp; AC: 6[13]; ATK: 1pt; Mv: 12; Save:18; AL-N; CL/XP- 1; Special: poison. These 1’-2’ long wasps stings cause 1d4 damage for 2 rounds if save +2 fails.
- Freaky Fire Ants HD: 1hp; AC: 4[15]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: -poison. These 3-4 inch long red ants have a poison that will overwhelm man-sized prey with pain for 2-7 rounds if save +2 fails.
- Huge Earth Worms – HD: 1d3hp; AC: 7[12]; ATK: 0pt; Mv: 3; Save:18; AL-N; CL/XP- A; Special: - harmless, up to yard long come from its hole to eat some rubbish, good bait. Some claim they are good eating.
- Huge Blood Worm – HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 3; Save:18; AL-N; CL/XP- A; Special: latch, up to a 1 yard long worms will latch on to prey 50% of time and auto hit each round after.
- Pebble Flies HD: 1d3hp; AC: 4[15]; ATK: 1pt; Mv: 15; Save:18; AL-N; CL/XP- A; Special: -, big 1’ to 2’ long flies, aggressive hit and run tactics.
- Dungeon Maggots HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: - - good bait and good eating for some, often confused for Reek Grubs.
- Dank Leeches, Discover you are crawling with leeches - 1hp damage per hour. 33% chance to notice each hour.
- Albino Dungeon Rat HD 1d4hp; AC: 7[12]; ATK: 1-4; Mv: 9; Save:18; AL-N; CL/XP- A; Special –10% diseased bite. 1-2 foot long vicious albino rodents with wicked fangs
- Nasty Rat HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special –5% diseased bite.
- Dungeon King Rat - HD 1d6hp; AC: 7[12]; ATK: 1-3pt; Mv: 9; Save:18; AL-N; CL/XP- B; Special – 5% diseased bite, cunning 1-3 foot long rats able to use miscellaneous devices (not dexterous enough for melee weapons).
- Dungeon Rat Mutant - HD 1d6hp; AC: 7[12]; ATK: 1pt; Mv: 9; Save:18; AL-N; CL/XP- B; Special –67% diseased bite. bizarre specimen with wings, scorpion tail, bald, green, intelligent
- Giant Dungeon Rat - HD: 1,2,or 3 ; AC: 7[12]; ATK: 1d4/1d6/1d8; Mv: 12; Save:17; AL-N; CL/XP- 1/2/3; Special –20% diseased bite, Really big rats one yard long per HD.
- Dungeon rat swarm - HD special hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- 1; Special –50% diseased bite. 1d20+6 normal 1h rats in a swarm ,more aggressive than regular rats 1dmg to victim/round, 1 victim every 6 rats
- Ball of Rats HD special hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- 1; Special –99% diseased bite,- ball of 3d6+4 entangled 1hp rats gets 1 to 6 attacks per round against single target.
- Stone Hens HD: 1d3hp; AC: 8[11]; ATK: 1pt; Mv: 9; Save:18; AL-N; CL/XP- A; Special: -- .Dungeon chickens wild, feral or somebodies livestock . Roosters are +1 to hp, and attack for 1-2pts. Sometimes accompanied by a cockatrice or two.
- Stone Hares - HD: 1d3hp; AC: 7[12]; ATK: 1-3; Mv: 15; Save:18; AL-N; CL/XP- A; Special: -, attack if cornered, uses dungeon as thoroughfare, possible feral food beast . 90% hide.
- Dungeon Hedgehog - HD: 1d3hp; AC: 7[12]; ATK: 0pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: -,1-3 foot long likes eating bugs, grubs and other critters, good eating, harmless unless grappled and then inflicts 1-3 pts on grappler.
- Dungeon Cat - HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 15; Save:18; AL-N; CL/XP- A; Special: -rend small ,usually flee but may be curious and follow. Gets a second rend attack against small prey for 1-3pts if 1st hit.
- Limestone Lynx HD: 1; AC: 6[13]; ATK: 2 for 1d2; Mv: 12; Save:18; AL-N; CL/XP- A; Special: rend.This normally cautious but curious feline is so well camouflaged underground has double the chance to surprise. If both normal attacks hit it gets a third rend attack for 1d4.
- Dungeon Dog - HD: 1; AC: 7[12]; ATK: 1-3; Mv: 15; Save:17; AL-N; CL/XP- 1; Special: -33% chance will have allies drawn by howling/barking.
- Dungeon Swine HD: 1d6hp; AC: 7[12]; ATK: 1-3pt; Mv: 12; Save:18; AL-N; CL/XP- B; Special -, 33% accompanied by Tunnel Boar. hogs with infravision who eat dungeon rubbish.
- Tunnel Boar HD: 2; AC: 6[13]; ATK: 1-6; Mv: 12; Save:16; AL-N; CL/XP- 1; Special -, subterranean dungeon hog with infravision who eat dungeon rubbish.
- Pit Porcupine HD: 2; AC: 7[12]; ATK: special; Mv: 6; Save:16; AL-N; CL/XP- 2; Special: spines.Pit porcupines (unlike normal porcupines) may fire their quills up to 20’ away for 1-4 damage if threatened, spines are painful causing all action to be -1 until removed.
- Carnivorous Giant Squirrel: HD 1d4hp; AC 7 [12]; Atk 1 bite (1d2); Move 6 (Glide 12); Save 18; AL N; CL/XP A/5; Special: Glide silently.
- Blood Bat HD 1d3hp; AC: 3[16]; ATK: 1pt; Mv: 12; Save:18; AL-N; CL/XP- A; Special – agile, blood sucking bats will latch on and drain 1pt blood each round after 1st successful attack. AC 10 when latched on.
- Dungeon Lizard - HD: 1; AC: 7[12]; ATK: 1-3; Mv: 9; Save:17; AL-N; CL/XP- A; Special: -disease. Scavenging monitor lizard attracted by smells of blood or rations 33% chance bite is diseased.
- Dungeon Gecko - HD: 1d4hp; AC: 7[12]; ATK: 1-2pt; Mv: 9; Save:18; AL-N; CL/XP- A; Special: -hides above doors, chamo-blends in, may hide near door frames, 1d4 bite, squeak loudly then flee if startled, eats bugs, is tasty.
- Well Wyrm, HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special – well infesting legless reptilian that dwells in drains and wells, a well occupied by one will have spoiled water.
- Rubble Frog- HD: 2; AC: 7[12]; ATK: 1-4; Mv: 9; Save:16; AL-N; CL/XP- 2; Special: -looking for bugs, puffs up if sees bigger things and moves away, tasty legs.
- Tunnel Toads - HD: 1d2hp; AC: 8[11]; ATK: 0; Mv: 6; Save:18; AL-N; CL/XP- A; Special: - poison, large 1-2 hand size frogs or toads looking for grubs. 50% are coated in hallucinogenic poison, 33% of the time it is deadly in 1-4 hours(save +2).
- Ladder Adder - HD: 1d4hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- 1; Special: Poison+2 save
- Cavern Constrictor HD 2; AC 6[13]; Atk 1 bite for 1-3 or constrict 1-6; Move 6; Save 17; AL N; CL/XP 2; Special: constrict. If bite hits will follow-up with constrict attack (auto damage on following rounds if it hits) - small adventurer or pet is tempting
- Tunnel Turtle - HD: 1; AC: 3[16]; ATK: 1pt; Mv: 3; Save:17; AL-N; CL/XP- A; Special: - ,slowly wandering turtle looking for bugs, might stay near water or drainpipe, tasty, looks tired and resigned to fate, linkboys eat them
- Dungeon Weasel- HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 9; Save:18; AL-N; CL/XP- A; Special: -
- Grey Shrews, HD: 1d2hp; AC: 5[14]; ATK: 1pt; Mv: 9; Save:18; AL-N; CL/XP- A; Special: - harmless unless you are under 2’ in height or go out of your way to get bitten.
- Tunnel Tentacle HD: 1d4hp; AC: 7[12]; ATK: 1pt; Mv: special; Save:18; AL-N; CL/XP- A; Special: constrict. Tentacle reaches up to 20’ from drain or water grabs your foot will give up if hurt or can’t drag into hole by end of third round of constriction. Constricts each round after 1st for 1-3 points. Drags prey into ridiculously small hole if kills it.
- Small Piercer HD 1; AC 3 [16]; Atk 1 drop and pierce (1d6); Move 1; Save 17; AL N; CL/XP -1; Special: None. Double surprise chance.
- Baby mimic HD: 1d4hp; AC: 5[14]; ATK: 1-4; Mv: 1; Save:18; AL-N; CL/XP- B; Special: surprise. grabs then 1d4 per round crush, disguise as doorknob, gem, dagger
- Baby Carrion Creeper HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: poison sting save vs. paralysis +4.
- Toe Biter- HD: 1d3hp; AC: 2[17]; ATK: 1-3; Mv: 1; Save:18; AL-N; CL/XP- A; Special: -Appears to be normal stone, even a flagstone, mouth will nip trespasser, 33% chance to swallow tiny prey whole. Triple chance to surprise.
- Cave Tangle - HD: 2; AC: 7[12]; ATK: 2 claws 1-3pt or line; Mv: 3; Save:18; AL-N; CL/XP- 2; Special: snare. sits above doorways, try to eat party pets or stray pygmies, 2HD, entangling snare line may shoot up to 20’, will draw prey to it at 10’ a round. Will ignore man-sizedd foes unless menaced.
- Rock Lobster (Dungeon Yabbie) HD: 1d3hp; AC: 5[14]; ATK: 1-3; Mv: 3/12; Save:18; AL-N; CL/XP- A; Special: -usually hide near drains or water on in puddle, nip if surprised then flee to water.
- Gravel Gremlins, Metal Mites, Pebble Gnomes or Fungus Faeries HD: 1d4hp; AC: 7[12]; ATK: 1-2pt; Mv: 9; Save:18; AL-N; CL/XP- A; Special: - play cruel pranks, pick pockets, hotfoot, steal food, cut rope, hole battles, etc
- Hairy Eye HD: 1d4hp; AC: 8[11]; ATK: 0; Mv: 15; Save:18; AL-N; CL/XP- A; Special: - Spherical one eyed bounding furry ball follows party, makes cute noises and eats party victims, it is a baby beholder, if scared it has a single flash strobe Save vs. blindness for 2d4 rounds -1 to hit for 1 hour after, it usually flees and goes down a hole, very fast and harmless at this age but most get eaten.
- Blood Pudding, HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special -, Edible tiny cousin of the black pudding. 20% are diseased.
- Puddle Blob- HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 3; Save:18; AL-N; CL/XP- A; Special: unharmed by blunt weapons, 1’diameter baby jelly or ooze or cube would rather eat some dungeon rubbish.
- Blue Slime Mold 10 foot patch of slippery ground needing a Dex check
- Grey Mold - covers goods or rubbish, everyone in 10 area save vs. poison or 1d6 rounds helpless sneezing loudly
- Dungeon mold - exposure spreads black smut spots on body, if not treated skin turns black or green or other colour till treated
- Puffballs, burst on touch fills with black dust 10ft area
- Cave pustules - look like rocks but explode white puss like goop on all in area, ruins cloth, leather, rope if not sterilized and turns to more cave pustules in 24 hrs
- Screamer Shrooms - mushrooms that screams loudly if disturbed for 1 minute. Double chance for random encounters for 1-6 turns afterward.
- Explodestools - 1d6 blast all in 5 ft circle, can set off chain reaction - used like minefields
- Glowstools - glowing cave fungi makes poor candles
- Barnshrooms - tasty edible fungi, makes great burger or substitute steak
- Poison toadstool – if eaten save vs. poison +2, -2 all checks for 6 hrs if save
- Grandma's Caps - 1d4hp healing shrooms
- Chaos Mushrooms - eater gets a chaos mutation and mild poisoning
- Magic Mushrooms - bestow potion like effects plus odd side effect
- Angry Shrooms - HD: 1d4hp; AC: 7[12]; ATK: 1-4; Mv: 3; Save:18; AL-N; CL/XP- A; Special:-, flesh eaters that hop.
- Dream-Shrooms -75% chance if disturbed induce sleep and prophetic visions
- Spirit Shrooms – if eaten spirit leaves body and enters spirit world
- Elf bread –if eaten this delicious addictive fungus attunes you to the faerie world for a month
- Wizard Cap – when eaten gives you knowledge of a 1st lv spell for 24 hours , if used more than once a year there is a 50% chance the spell gained changes when cast.
- Giant Shroom - woody textured with leather like skin grow forever unless stopped
- Black Fungus - sticky glue like residue like tar gets on hands, boots, smells sticks to stuff, vinegar or alcohol to remove
- Floating Death Angel, HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special- poison. A floating fungus that emits toxic spores (save vs. poison) or rush to embrace “loved one” inflicting 1 hp dmg per round of embrace.
- Corpse Light, HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special, Ghosts of torchbearers killed in dungeon and seeking vengeance adventurers. Appears as floating cold torch. Turn as zombie.
- Macabre Minstrel, HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special-, A finely dressed skeletal minstrel. Plays instrument, will disappear if any dance to the music for 2d6 rounds. A large group can require onlookers to save or be compelled to dance. Group turned as single ghoul.
- Dread Noggin, HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special -, floating zombified head. NPCs of 1HD or less have to make morale check or flee.
- Creeping Claws- HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special -, Disembodied undead hands. Turn as skeleton.
- Bone Rats HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special –. undead skeletal rats.
- Glassjaw HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special -, Jagged and delicate constructs made by glassblowers and wizards.
- Wooden Jackals HD: 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special: -dangerous but small animated wooden idols of hungry jackals. Will avoid flame.
- Minor Green Man HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special -, animated facsimile of a man made of brush and leaves.
- Devil’s Walking Stick, HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special – only harmed by edged weapons. Thorn-covered stick acting as if wielded by invisible/immaterial assailant.
- Stone Grotesque HD 1d3hp; AC: 4[15]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special -, small ugly animated statue.
- Talking Magpie HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- B; Special –curse or bless. If fed blesses part for one day,. If attacked curses party for 1 day.
- Melancholy Vapors HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special –ennui, depressing gaseous entity. If hit save vs. spells or drop weapon standing still in melancholy for 1d6 rounds.
- Knights Fire HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special -, Glowing and crackling gas that will surround and choke those in metal armor.
- Tommy Knockers HD 1d3hp; AC: 7[12]; ATK: 1pt; Mv: 6; Save:18; AL-N; CL/XP- A; Special -, Small subterranean haunts. Attack is falling debris. Banished by magical light or bless spells, turned as skeletons.
- Crack Claw HD: 2; AC: 9[10]; ATK: 1-3; Mv: special; Save:16; AL-N; CL/XP- 2; Special: choke. Clawed hand and arm reaches up to 10’ from drain, hole or crack at prey, will release if not throttling prey. Victim must save vs. initial attack: on failure is choked automatically for 1-4 pts per following round. Drags prey “away” if it kills it
Sources:
Swords and Wizardry SRD - https://sites.google.com/site/swordsandwizardry/
Swords and Wizardry SRD - https://sites.google.com/site/swordsandwizardry/
That's great! You should put the "save as pdf" button on your blog :)
ReplyDeleteSeconded!
DeleteGlad you like the post. It looks like I'm supposed to have a pdf button on my blog according to my layout, I don't see it on every computer for some reason. Printing as pdf works from the browser menu. I tend to copy and paste myself.
ReplyDeleteGreat list! Glad to see the '1 HP monsters' in action.
ReplyDelete