Showing posts with label DMing. Show all posts
Showing posts with label DMing. Show all posts

Sunday, February 19, 2023

They Be Giants

 Ever wonder why there are seldom great nations of Halflings in fantasy RPG campaigns?  It's not because halflings are small and weak, unclever, or lazy as none of those are limitations of halflings. Sure they are small compared to adult humans but for their body size they are very strong and we all know they ever seem to lack the capacity to feed themselves and find comfort. Their populations are seldom oppressed and enslaved so that isn't holding them back. The horrible truth is much worse than most folks would imagine: Halflings are the larval forms of giants.

The quaint tales Halfling parents tell of finding babies in cabbage patches or pipeweed patches is not a fiction produced by parents unsure how to relate the facts of life to their children but the absolute truth of the matter. Halfling babies are left by their giantish-parents for discovery by their older siblings and cousins that will take them in and care for them as "parents".  Their older siblings are better proportioned to safely raise their less mature larval kin than their giantish parents are.

As they mature the larval giant (as a halfling) lives a life of simple pleasures and industry, their drive to build burrows well stocked with more food they can possibly eat reveals their true nature. Their life as a halfling is dedicated to building the burrow they will "retire" to. No halfling is seen to die of old age among its peers as they have a drive to move on or become private and either retire to their borrow or travel "away". It is during their "retirement" sometime between the age of 100 and 130 when the Halfling typically after a decade or more of seclusion emerges as a giant before traveling into the wilds to live it's giantish life.

During the period of seclusion, the Halfling (as  it is a larval giant) gorges on its vast larder of food it has stashed over the years and sleeps as it grows to proper giantish proportions.  The newly emerged young adult giant will occasionally raid its younger neighbors as it moves out of the area to live among adult giants in the greater wilds and while these raids are common in Halfling lore they are seldom of much consequence because the giants have no desire to cause much harm to their larval cousins; those incidents where young adult giants cause genuine harm to their younger cousins seems to be when different breeds of giants unknowingly intermingle in their larval halfling stage.

It is their lifecycle that checks the advance of the Halflings as a people. Their drive is simply to burrow, build a store of food and transform into a giant to emerge from their burrow and travel into the wilds as a giant as they lack the drive to build halfling society beyond this.


--

This all popped into my head as I woke this morning. I hope someone finds this inspiring and useful for their fantasy RPG campaigns.

Thursday, February 2, 2023

Making them creepier.

 Retooling some of the common humanoids for an upcoming campaign, I've posted bits and pieces of this over the years:

Gnolls:  virtually invisible beyond 80', they can't see you so good either. You can see each other just fine inside that 80'.

Bugbears: can hide virtually anywhere, if their head fits they can vanish inside or behind an obstacle or object much of the time.  They are the bogyman hiding under the cellar stairs.

Goblins: are magical, not bang-zap magical but they can build doors that connect non-adjacent spaces and can build great halls in spots men and dwarves would have trouble putting a closet. They can see and travel in directions you and I can't normally see.

Kobolds: are furry and beat both live young and lay eggs. The eggs hatch slowly and are an emergency food source. Egg-hatched Kobolds are more likely to have magical abilities.

Orcs: brutal industrial expansionist servants of Levithan, all industry and war are to serve the growth and supremacy of Orc. You can tell when it's orcs because they cut down forests and pollute rivers quicker than humans do. If it's not Orc, it doesn't matter.

Elves: not always the good guys, well not according to people anyway, they usually consider themselves to be the good guys. They can ser and travel in the same directions as goblins can and even more.

Dwarves: not a mono-culture. There are different nations and cultures among dwarves. Contrary to popular belief dwarves are not anti-magical. 

Halflings- have bad guys too.

Hobgoblins: I didn't really change them much, but they do look more like WW-I soldiers in the trenches than they do ersatz-samurai. They live inside hillside bunkers and citadels surrounded by trenches and other battlefield constructions. They are geniuses of military science but not otherwise technologically developed. 






Saturday, November 5, 2022

Scenario setup charts

Every now and again a campaign needs a scenario that isn't a conventional dungeon adventure so here is a set of charts to generate a scenario for a fantasy campaign. Characters will either be bystanders, wrongly accused, employed to remedy the situation, or employed to complete the plot. 


Plot

1. Robbery

2. Assault

3. Kidnapping

4. Vandalism

5. Smuggling

6. Extortion

7. Fraud

8. Conquest

9. Curse

10.Ritual



Offenders

1.  Rapscallions- youths, drunkards, or beggars

2.  Nobles-  plotting local noble , annoying fops, or drunken noble youths on a rand.

3.  Bandit- highwaymen, bushwackers and such, often desperate peasants

4.  Thieves- professional thieves

5.  Cultists- a secret heretic cult, a hidden local order, or followers of a new prophet

6.  Brigands- Organized criminal militants

7.  Goblins- kobolds, gremkins, hobgoblins, boggarts, or boggles

8.  Fey- Brownies, Pixies, or Leves

9.  Giant- Ogres, Trolls, or True Giants

10. Dragon

11. Undead- ghosts, ghouls, vampires, or conjured minions

12. Mage - a mad wizard, plotting necromancer, wicked witch, or dark druid

13. Gargoyles/Harpies

14. Beastmen/Talking Animal- troublesome beastmen, talkign animals, or chimera

15. Demonic- evil/chaotic fiends form the lower planes

16. Lycanthropes

17. Constructs/Conjurations- fabricated foes either mechanical or crafted with magic

18. Invaders- foreign invaders

19. Dwarves- Either Petty Dwarves, Deep Dwarves, or stubborn members of a dwarven hold.

20. Merchants- businessmen are not always completely legit


Victim

1. Freeholder- a local free-farmer or woodsman

2. Village- a whole village is targtetted

3. Local Noble/Government Official

4. Local Church/Temple

5. Artisan

6. Guild- an entire guild is targeted

7. Castle- a castle and all it's inhabitants are threatened.

8. Town

9. Widow

10.Children


Sometimes there is a secret patron of the offenders

1. Noble

2. Abbot- the head of a local monastery or temple is behind the whole thing

3. Local Hero- shockingly a local hero is behind the whole thing

4. Local Villain- no one is surpsied this cad is up to no good again

5. Guildmaster

6. Mage

7. Religious Order

8. Mercenary Commader

9. Monster

10.Outlaw

11.Undead

12.Godling



Sometimes the Patron or the Offenders have a Hideout

1. Abandoned Farm

2. Lonely Tower

3. Cave

4. Tomb/Catacomb

5. Castle

6. Secret Camp


Now and again A Complication arises

1.  Tournament

2.  Fair/Feast

3.  Wedding

4.  Funeral

5.  Competition

6.  Hostage

7.  Weather

8.  Fire!

9.  Sickness/Famine

10. Omen

11. Monster

12. Duel

Wednesday, November 2, 2022

Comments On Simulation Rules We Could Actually Do Today

 In this day and age we don't leverage the tools we have on hand. Computers offer an excellent way to track, verify, and manipulate data but we use surprisingly little of that in traditional table-top roleplaying.  One area that is interesting is with that with these added capabilities we are also ignoring having rules in our game that would be a nightmare without computer management but trivial with it.

Equipment Condition: yeah your game might have rules for it and they are ignored 90% of the time.

Encumbrance: mostly ignored.

Lighting: mostly ignored or workarounds are made so ridiculously easy that it becomes a non-issue outside of special situations.

Fighting Stance: mostly ignored, some games approach this a bit but most really ignore it.

Footing: yeah this sounds picky but the course of entire nations and all the history that followed for hundreds of years was tied to who had better shoes (or took them off) at a particular battleground.

Food and Drink: this is usually just an encumbrance tax and as such gets ignored about as much as encumbrance does.

Fear and Courage: some games express this really well, but many don't remotely come close. Player agency... blah blah blah. History and fiction is full of people discovering they are much braver or far less brave than they imagined they were, why not roleplaying games?

Weather: unless the scenario is trying to freeze you or possibly fry you it's always relatively pleasant weather....boring.

Alchemy: is it really hard to catalog and track magical substances and how they react to each other? No, but we generally just don't.

History: you don't need a boring document drop to establish a campaigns history but shouldn't it be possible to answer things like "Who's the King's Heir?" and "Who was the King when you were young Grandpa?"? This is just keeping records, records we mostly ignore.

Campaign Calendars: almost nothing on this ever gets done, really easy to track with computer assistance. "Oh it's the 5th of Dragon Nock that means the folks in Menlo Valley will be preparing for the feast of Saint Dobbie"...that's the sort of throw away line that calendar keeping allows a GM to use that will add so much to campaign verisimilitude and setting development that again doesn't require a huge document drop.  

Clothing: yes characters in a campaign are often wearing clothing and outside of buying them on the equipment lost this is ignored most of the time.  Would you really go to the library in July wearing your flak-jacket, underwear and riding boots?  Clothing has been used to define people as long as we have had people in fiction and real life... what people wear has a lot to do with who they are in pseudo-historical societies, and we ignore it way too often.

Different Coins: I hate generic coins , I understand why a rule set may have to be generic but it's an area of world-building and simulation that gets ignored an awful lot. Yes it may be a tad cumbersome to keep track of the value 30 Minosaxian Gildenmarks compared to 22 Pineland Royales... unless you had ready access to a machine that keeps track of data and does speedy calculations.

Do all these ideas have a place in every fantasy roleplaying campaign? NO. But is every fantasy roleplaying game identical? NO.

We have computers in our pockets, hands, or at arms reach most of the day and yet our games seldom take advantage of these devices.  Old School or New School the advantages computers and their cousins offer for record keeping and game play are often ignored. We should step up our game and really leverage these tools.


Saturday, October 15, 2022

MENACE

Menaxe

 A variant to morale and fear for old-school fantasy adventure games,


Menace:  How fierce and horrible a monster appears to be.  Reality and genre fiction is full of horrible menacing monsters that make all but the most stalwart or foolhardy shake in their boots. Fear effects and fear attacks have been with the games for years but oddly limiting. Here is a take on spreading the fear.

Dealing with Menace.

NPCs are forced to make morale checks when facing monsters with menace scores. This check must be made when the Monster makes it's presence known or NPCs could possibly act against or expose themself to the wrath of the Menacing Monster.

 Should this check fail consult the NPC Menace Reaction Table.


NPC MENACE REACTION TABLE

Menace 

morale 11 to 14 15 to 17 18 to 20 21+

-----              --------        --------          -------- ------

10 or more D/F F/B F/C B/W

6 to 9 F/B F/C B/W C/P

5 or less C/T W/T R/T P/T


#1- fail/ #2 fail with a roll of doubles. Letter matches the first level of the reactions listed here.

Desperate-    +2 to attack but defenses ARE AT -2.

Forlorn- all defenses are at -2, no benefits to attacks.

Balk- Can't advance this round.

Cower- Can't advance, if pressed must check again at -2, can reroll next round as normal. Actually +2 to defense and saves while cowering.

Withdraw- moves at least half a move away, if pressed must check again at -4

Retreat-      must move away, will be able to defend self but all actions at -2 until away from foe for 3 or more rounds or until rallied

Panic-     must move away, will be able to defend itself but is -4 until away from foe for 3 minutes or                     more minutes until rallied.

Terrified-    must move away, will not be able to defend itself. Will retreat for 30 minutes or go deep into hiding if possible. May not be rallied in under 10 minutes.

PC MENACE REACTION TABLE (PC's do not have to check against menace if they have 3 or more levels above the monster's HD)

PC's make a Menace save. On a roll of 1d20+WISbonus+1/2 level.

If the Menace roll is beat they are unaffected and act as normal.

If the roll is equal to the Menace score the character is Forlorn

If the roll fails the character will Cower.

     If the roll fails by 10 or more the character will Panic.


Assigning a Menace score:

Take the Monster's HD and add it's 2d6 Morale score. If they have a particular reputation for ferocity increase this by 3. If they have a fear attack or special ability add 5. This is the Menace score. If the score is 10 or less ignore the score it doesn't create Menace worthy of distinction, standard Morale rules apply. If the creature is known to be timid or friendly it will not have a menace score. Adjust to taste of course.


Rallying the Troops!

PCs, Military Commanders, and Nobles can attempt to rally others to gird themselves vs the threat or to halt retreats. Resolve this as a reaction roll. 

Thursday, June 30, 2022

Bwgs (re-skin, campaignification of goblinoids part I)

Bwgs

An outline on the characteristics and behavior of bwgs (boogs) more commonly known as goblinoids. Bwgs are classified in three broad categories and a related sub-class of goblin folk. The smaller among them are generally classified as goblins, with hobgolins and bugbears as larger types.

Goblins

Among the folk classified as goblins by men and their allies are a variety of humanoid folk ranging from 18"to 54" in height, generally thin of build with oversized hands, feet, and heads when compared to mankind. Goblins tend to have pointy ears but this is not a universal feature and while they can grow beards they are not widely known for this outside of select populations.


Gremkin - the least of the common bwgs a slight and simple folk more reactionary and more recklessly impulsive than purposefully malignant. They range from 18"to 30" in height and seldom if ever topping 1 stone in weight. They are surprisingly strong for their size but still not as capable as larger folk when it comes to muscle power. Their stealth is uncanny but despite claims to the contrary that is due to their size and habits above anything else.

Gremkin are able to identify and use goblindoors but lack the capacity to cipher any locks or wards that may be placed on them unless carefully instructed by other bwgs. Gremkin will use a combination of skirmishing and swarm tactics in combat but can generally only be compelled to swarm attacks if their lairs are directly threatened or they are forced by a strong overlord.

Gremkin are not talented craftsmen and probably wouldn't be able to work metals without others directing them in simple tasks. They do however have a natural knack when it comes to fungus farming and slime-herding (the later practice is still horribly dangerous for them).

Gremkin occasionally have individuals that identify as warriors or knights, but they have no true formal martial traditions among themselves and typically rely on a spontaneous levies drawn together as needed to defend themselves. While able to use bows or crossbows of appropriate size they are generally incapable of manufacturing them and tend to use pointy thrown weapons in ranged combat, due to their size they favor puncturing and slashing weapons in melee. Armored gremkins are fairly rare outside of the occasional wicker or pot-lid shield unless they are part of a larger (and wealthy) bwg community.

Gremkin are seldom magical practioners and those displaying magical talent are typically pretenders (possibly) making use of a magical item or were in some way altered by an external force or entity. As mentioned above their knack with fungus has enabled the most clever of them to come up with a variety of fungal unguents and concoctions that can almost be as capable as some of the weaker known magical potions.


Boglins- Lowly goblins that seldom form their own communities and only live briefly in loose bands when not among other bwgs. Typically between 24" to 36" in height and seldom over 2 stone in weight. Possibly the most colorful of bwg folk with a wide range of skin-tones all over the color spectrum with little obvious connection to heredity; their occasionally vibrant skin and hair colors can cause them to be victimized by other bwgs, hags, or trollkind as a source of pigments and colored fibers.

Boglins can be capable miners and crafters if carefully directed by the more capable among them or outsiders. Specialization of labor among boglins is relatively minor with only the occasional rare member of group having the talent and focus to work as a specialist.

Boglins are not particularly aggressive as part of their own nature but are easily manipulated by their more cunning kin that will often use drink and a wide variety of fungal and herbal concoctions to bribe and direct them. 

Boglins due tend to be fairly greedy and acquisition in favor quantity or gaudiness directs a lot of their activity and social interaction. They do understand the general concept of money but keeping track of the genuine value of metals and types of coins is beyond the typical boglin. This natural greed does lead to the popular concept that all goblins are greedy bandits and while unorganized bands of boglins will take up banditry now and again they are far more likely to spends weeks pilfering a villages food stores by drips and drabs than they are to launch an organized raid and attempt to do more than hijack a stray cartload of goods.

Most boglins lack the dedication and determination to become magcial practioners but it isn't completely unheard of for the occasional boglin to become a spellcaster of some meager talent. They seldom manufacture goblindoors but ciphers and wards on such seldom restrain them.

Boglins will sometimes be drawn up into a body of troops and some will even purposefully serve as mercaneries but they are not particualry potent combatants. Boglins favor ranged weapons over melee weapons and seldom have much in the way of armor due to their general low status in bwgholds.


Boggins are fairly common and militantly organized bwgs. They stand between 24" and 40" in height and vary from 3 to 5 stone in weight. Most wars betwen goblins and dwarves typically involve boggins. Boggins will often organize themeselves in militant bands, cadres, and entire legions in service of a heridtary king or usurper warlord.

Boggins are masterful miners and able to achieve engineering feats just shy of the more capable gnomes and dwarves; men that foolishly disregard their talents will not live long in assaulting their domains. Boggins are capable of engineerign goblindoors and will of course use them to create sprawling and confounding labyrinthian complexes. A bwghold can be spread out over a shockingly large distance and levels underground often seemingly discrete but connected through the goblin doors. Despite their talents boggins still have to rely on the work of boggarts or other more capable magical practioners to craft the more powerful ciphers and wards for their goblindoors.

Boggins can be capable crafters but are truly seldom as capable as men outside the field of structural engineering. Boggins have just discovered explosives and pyrotechnics however and this may either prove to provide them with uncanny advantage or to detonate their bwgholds in a blaze of glory.

Boggins can be individual spellcasters but they are known to be more capable as part of a troupe of magcial-henking boggins. Magical-henking allows even as few as 3 Boggins to work a magical spell. Large boggin forces will form huge multi-layered rings of wild dancers to work their magics and have been known to open gates and even bring down walls in this manner. This is not without risk to the troupe as the magical energies can exhaust them, turn them to stone, or burst in a magical explosion.


Boggarts- Sometimes known as High Goblins by dwarves and men these folks stand 36" to 54" in height and range in weight about 5 stone.

Boggarts are driven by ego but still tend to form more cohesive groups than most bwgs. They will typically organize into bafflingly complex feudal courts with overlapping hierarchies, duties, colleges, and guilds with dense zeal and organization beyond the wildest dreams of human bureaucrats. Many boggart kingdoms are in the midst of generations long feuds among royal-houses, guilds, or cults; when these feuds abate their neighbors often suffer from waves of marauding and conquest.=

Boggarts are as capable as dwarves when it comes to metalwork and readily make use of magic as well. Boggarts can fashion magical arms and armor only surpassed by the most competent of gnomes, elves, and trows. Men jealously raid them to steal their handiwork despite often being booby-trapped or hexed.

It's not impossible to encounter a boggart knight as they can be capable warriors if they focus on that but tend to press their weaker kin to the task or employ their larger cousins as mercenaries. 

Boggarts are the most likely of bwgs to grow long beards and tend to be misidentified by the ignorant as brownies, gnomes, dwarves, or even kobolds.


(hobgoblins and bug-a-bears to follow)


Saturday, April 2, 2022

Transactional Faith and Magic (Dungeons and Idolatry)

 Want a good harvest don't forget to make a good offering to the fertility goddess.

For fortune in battle make the proper appeals to the god of war.

Keep your final breath a bit further away by appease death itself.


The notions I've listed above are just a meager sampling of how humans have behaved throughout history, fiction, and myth and gaming should be no different.  Sure from some modern view points such transactional faith can be seen as callous or empty but that doesn't reflect the bulk of human behavior. It was common practice in ancient times to address specific gods and spirits for specific tasks and not assume one god could or would manage every affair. In the pantheon rich worlds of traditional fantasy roleplaying the opportunities to transactional faith (and the magic that goes with it) offer a host go gaming opportunities.

In such polytheistic settings you want a specific results you make an offering, a sacrifice, or perform a rite involving the proper spirits or gods to hopefully get the results you want.  The role of the cleric is to serve as an intermediary between the masses and their patron diety and this gives them great social and political power. If you grand actions from a god you are likely going to want to be on the good side of the clerics at the local temple. The opportunity for complications and depth of play between PCs and NPC clerics is a deep and shallow as the players and GM wish it to be.

Now since the interactions between temples and their priests can be cumbersome to some players but sensible in context of history and setting some players will always be on the look for a way around such "limitations" to the acquisition of loot and power within the campaign. This reality is one reason that made me consider an "almost a cleric" clerical class for fantasy roleplaying campaigns. 

Looking at the difference in religions both real and imagined and how they relate to magic along with social complications of priesthoods made realize working up the Idolater as a character class. In the real world clerics are people that serve a social and professional role they do indeed tend to be scholarly but not all traditions produce a priesthood of magicians. A more realistic setting where not every cleric is the same exact style of priest or a priest at all is one I favor. 

The original cleric of D&D drew more from arcane monster fighters in hammer films than from any specific historical or mythic tradition. There was certainly an oddly implied veneer of quasi-biblical faux-christianity but it was very low key and no more medieval authentic than point hatted gentleman throwing lightning bolts at firebreathing lizards. So I'm looking to different model in my take on the Idolater as a playable alternative that adds to a fantasy campaign.

Transactional magic ties magic to a place, that place is of course found at temples and their associated altars. The idol serves as a physical reminder and manifestation of a God or spirit. One can either go to the local temples and be on good or tolerable transactional relationship or go find other idols. The finding of other idols cooks the adventure into the class. Those other idols can either be in hidden catacombs under a city, deep in a dungeon, or hidden is some forgotten ruin. Another reason to travel and adventure in hideously dangerous places that makes sense to the campaign is good for the campaign. Even with fairly cooperative and mercantile-minded priesthoods one would likely still find the need to visit remote shrines for specific appeals or magical workings.

I've likely explained the basics of the concept enough. Next post will be a generic Old-school compatible idolater and how to work them into a campaign.


Monday, March 21, 2022

Dungeons and Idolatry

 The cleric as presented in D&D and similar games has always been a curiosity to me. Not every faith has the cleric as magician or equates the workings of clerics to be similar to that of magicians and claims the supernatural workings of the cleric to be apart from those ascribed to magicians. What I strive to do is to work up games mechanic to further differentiate the powers of magic-users and clerics in old school fantasy gameplay and link this to popular forms of play thus "Dungeons and Idolatry".

When considering magic for a fantasy game campaign it isn't unusual to wonder on the origin of this magic. Is magic the result of the would-be caster's will and knowledge or is it by association to elemental and supernatural forces of the universe? The source of a clerics magics are generally considered more specific or at least tempered by the relationship a cleric has with the powers behind their supernatural workings. So in face of this consideration I have turned to idolatry (or a crass and simple view of idolatry) as a method and focal origin of clerical magic.

A question not often asked but often described in myth and fiction is "Where does magic happen?". Fiction and myth are overflowing with magical places from entire parallel universes hiding alongside out own to magic circles being scribbled on the ground as the workplace for magic. So now the easy answer is for the cleric is that a significant portion of that magic happens alongside shrines, temples, and altars with the presence of the idols of their faith. This has a number of ramifications to consider such as the establishment of magical places of a faith, access to such places and how that magic is used.

So who can establish a magical space for a faith? Major agents of the faith be they avatars of the deities of a faith, saints, or acolytes all are often invested with the power to mark or establish a place of power that is recognized by the faith. This lends itself well to level based old-school fantasy gaming where clerics of advancing levels have greater associated powers; a 1st level cleric mat be able to temporarily make a space safe for a minor blessing but a cabal of  priests of level 10 or higher ma be required to sanctify an altar capable of being the dead back to life. So , no surprise here, it is one or more clerics of adequate level in alliance with their faith that may establish a magical space for use by themselves and others.

In answering who can establish magical spaces of a faith it is also heavily implied that the cleric is who has access to these spaces. While the general public and the laity of a faith may beseech their gods and make offerings in that regard it is still generally recognized that clerics acting as acolytes of the faith have influence or control of the situation. This presents several facets that can be applied to a cold school fantasy campaign to enhance and add verisimilitude to the relationship clerics have to their faith. Clerics would be required to travel to and associate with other clerics as they do in the real world and fiction. The significance of place also puts it above the and beyond specific characters and makes the location of said place important; if only one temple of a faith allows it's clerics to resurrect the dead that becomes a very important place to the faith and does it retain it's powers even in absence of acolytes in attendance?

The answer to the question in relationship to the question above is "of course it does" but there are associated ifs. The power of a magical place can only be accessed by one recognized by the power of an intact idol, perhaps only by one in knowledge of specific rites and an intact altar. Idols and their associated altars and shrines can indeed populate the ruins and ever popular dungeons of fantasy campaigns. This gives another reason for adventures to happen in a campaign and for places of importance to retain importance.

So in future postings I will write on how to revise the cleric to provide for the duties of acolytes, and the importance of shrines, altars, and such for Dungeons and Idolatry.

Friday, September 3, 2021

1d100 Holmes Edition Basic Wandering Monster Charts

 The following are the wandering monster charts from the original version of basic D&D presented as 1 1d100 table with some included vital statistics. The distribution on each level is as close as I could get when converting from 2 rolls of 1d12 to 1d100 and due to the doubled entries on the original level one chart. Only the monsters in the charts in the original edition were used. The only places I made editorial selections in the monster statistics was in correcting skeleton and zombie movement rates and in the selection of values for NPC types.


Level One Wandering Monsters

1d100

Encounter

HD

ATK

AC

MV

Special

1

Kobolds (3-12)

½

1-4

7

120

Saves at +3;

2

Goblins (2-8)

1-1

1-6

6

60

Attacks at -1 in sun;

3

Warriors (1-3)

2

1-6

5

90


4

Seers (1-2)

2d4

1-4

9

120

2 - 1st level spells

5

Orcs (2-5)

1

1-6

7

90

Attacks at -1 in sun

6

Skeletons (1-6)

½

1-6

8

120

Immune Charm/Sleep; Silent MV

7

Zombies (1-4)

2

1-8×½

8

60


8

Bandits (2-5)

1

1-6

6

120


9

Berserkers (1-4)

1+1

1-8

7

120


10

Stirges (2-5)

1

1-3

7

180


11

Adepts (1-4)

2

1-6

5

90

1-1st level spell

12

Footpads (1-4)

2d4

1-6

7

120

backstab

13

Dwarves (2-5)

1

1-8

4

60


14

Elves (1-6)

1+1

1-10

5

120

1-1st level spell*

15

Gelatinous Cube

4

2-8

8

60

Hit: Save vs Paralyzation; Immune to cold/lightning/spells

16

Kobolds (3-12)

½

1-4

7

120

Saves at +3;

17

Goblins (2-8)

1-1

1-6

6

60

Attacks at -1 in sun;

18

Warriors (1-3)

2

1-6

5

90


19

Seers (1-2)

2d4

1-4

9

120

2 - 1st level spells

20

Orcs (2-5)

1

1-6

7

90

Attacks at -1 in sun

21

Skeletons (1-6)

½

1-6

8

120

Immune Charm/Sleep; Silent MV

22

Zombies (1-4)

2

1-8×½

8

60


23

Bandits (2-5)

1

1-6

6

120


24

Berserkers (1-4)

1+1

1-8

7

120


25

Stirges (2-5)

1

1-3

7

180


26

Adepts (1-4)

2

1-6

5

90

1-1st level spell

27

Footpads (1-4)

2d4

1-6

7

120

backstab

28

Dwarves (2-5)

1

1-8

4

60


29

Elves (1-6)

1+1

1-10

5

120

1-1st level spell*

30

Gelatinous Cube

4

2-8

8

60

Hit: Save vs Paralyzation; Immune to cold/lightning/spells

31

Kobolds (3-12)

½

1-4

7

120

Saves at +3;

32

Goblins (2-8)

1-1

1-6

6

60

Attacks at -1 in sun;

33

Warriors (1-3)

2

1-6

5

90


34

Orcs (2-5)

1

1-6

7

90

Attacks at -1 in sun

35

Skeletons (1-6)

½

1-6

8

120

Immune Charm/Sleep; Silent MV

36

Bandits (2-5)

1

1-6

6

120


37

Berserkers (1-4)

1+1

1-8

7

120


38

Stirges (2-5)

1

1-3

7

180


39

Adepts (1-4)

2

1-6

5

90

1-1st level spell

40

Dwarves (2-5)

1

1-8

4

60


41

Elves (1-6)

1+1

1-10

5

120

1-1st level spell*

42

Gelatinous Cube

4

2-8

8

60

Hit: Save vs Paralyzation; Immune to cold/lightning/spells

43

Kobolds (3-12)

½

1-4

7

120

Saves at +3;

44

Goblins (2-8)

1-1

1-6

6

60

Attacks at -1 in sun;

45

Warriors (1-3)

2

1-6

5

90


46

Orcs (2-5)

1

1-6

7

90

Attacks at -1 in sun

47

Skeletons (1-6)

½

1-6

8

120

Immune Charm/Sleep; Silent MV

48

Bandits (2-5)

1

1-6

6

120


49

Berserkers (1-4)

1+1

1-8

7

120


50

Stirges (2-5)

1

1-3

7

180


51

Adepts (1-4)

2

1-6

5

90

1-1st level spell

52

Dwarves (2-5)

1

1-8

4

60


53

Elves (1-6)

1+1

1-10

5

120

1-1st level spell*

54

Gelatinous Cube

4

2-8

8

60

Hit: Save vs Paralyzation; Immune to cold/lightning/spells

55

Kobolds (3-12)

½

1-4

7

120

Saves at +3;

56

Goblins (2-8)

1-1

1-6

6

60

Attacks at -1 in sun;

57

Warriors (1-3)

2

1-6

5

90


58

Orcs (2-5)

1

1-6

7

90

Attacks at -1 in sun

59

Skeletons (1-6)

½

1-6

8

120

Immune Charm/Sleep; Silent MV

60

Bandits (2-5)

1

1-6

6

120


61

Berserkers (1-4)

1+1

1-8

7

120


62

Stirges (2-5)

1

1-3

7

180


63

Footpads (1-4)

2d4

1-6

7

120

backstab

64

Dwarves (2-5)

1

1-8

4

60


65

Orcs (5-20)

1

1-6

7

90

Attacks at -1 in sun

66

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

67

Gnolls (2-5)

2

2-8

5

90


68

Ghouls (1-4)

2

1-3×3

6

90

Touch: Save vs Paralyzation/Elves immune

69

Swordsmen (2-5)

3

1-8

3

60


70

Conjurers (1-4)

3d4

1-4

9

120

2-1st, 1-2nd level spells

71

Priests (2-5)

3

1-6

4

60

2-1st level spells

72

Robbers (1-4)

3d4

1-6

7

120

backstab

73

Dwarves (4-16)

1

1-8

4

60


74

Elves (3-12)

1+1

1-10

5

120

1-1st level spell*

75

Giant Ticks (1-3)

3

1-4

4

30

Bite: -4 HP/rnd + disease fatal in 2-8d

76

Carrion Crawler

3+1

0×8

7

120

Tentacle: Save vs Paralyzation

77

Orcs (5-20)

1

1-6

7

90

Attacks at -1 in sun

78

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

79

Gnolls (2-5)

2

2-8

5

90


80

Ghouls (1-4)

2

1-3×3

6

90

Touch: Save vs Paralyzation/Elves immune

81

Swordsmen (2-5)

3

1-8

3

60


82

Conjurers (1-4)

3d4

1-4

9

120

2-1st, 1-2nd level spells

83

Priests (2-5)

3

1-6

4

60

2-1st level spells

84

Robbers (1-4)

3d4

1-6

7

120

backstab

85

Dwarves (4-16)

1

1-8

4

60


86

Elves (3-12)

1+1

1-10

5

120

1-1st level spell*

87

Giant Ticks (1-3)

3

1-4

4

30

Bite: -4 HP/rnd + disease fatal in 2-8d

88

Carrion Crawler

3+1

0×8

7

120

Tentacle: Save vs Paralyzation

89

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

90

Gnolls (4-16)

2

2-8

5

90


91

Bugbears (2-8)

3+1

2-8

5

90

Surprise on 1-3 due to stealth

92

Ogres (1-4)

4+1

1-10

6

90

Sack with 100-600 GP

93

Wights (1-3)

3

0

5

90

Hit: Drain 1 level; Silver/magic to hit

94

Displacer Beasts (1-3)

6

2-8×2

4

150

All saves at +2; -2 to be hit due to displacing

95

Grey Ooze

3

2-16

8

10

Immune heat/cold; Hurt by weapons/lightning

96

Blink Dogs (2-5)

4

1-6

5

120

Blink 1-4’/rnd and attack

97

Harpies (1-3)

3

1-4×3

7

60

Fly 2.5×MV; Save vs Spells or charmed

98

Wererats (1-4)

3

1-6

7

120

Silver/magic to hit; Summon 10-100 G. Rats

99

Ochre Jelly

5

2-12

8

30

Fire/cold to hit; Weapons make smaller jellies

100

Dopplegangers

(1-4)

4

1-12

5

90

Mimic humanoids; Immune Sleep/Charm; Improved saves


Level Two Wandering Monsters

1d100

Encounter

HD

ATK

AC

MV

Special

1

Kobolds (3-12)

½

1-4

7

120

Saves at +3;

2

Goblins (2-8)

1-1

1-6

6

60

Attacks at -1 in sun;

3

Warriors (1-3)

2

1-6

5

90


4

Seers (1-2)

2d4

1-4

9

120

2 - 1st level spells

5

Orcs (2-5)

1

1-6

7

90

Attacks at -1 in sun

6

Skeletons (1-6)

½

1-6

8

120

Immune Charm/Sleep; Silent MV

7

Zombies (1-4)

2

1-8×½

8

60


8

Bandits (2-5)

1

1-6

6

120


9

Berserkers (1-4)

1+1

1-8

7

120


10

Stirges (2-5)

1

1-3

7

180


11

Adepts (1-4)

2

1-6

5

90

1-1st level spell

12

Footpads (1-4)

2d4

1-6

7

120

backstab

13

Dwarves (2-5)

1

1-8

4

60


14

Elves (1-6)

1+1

1-10

5

120

1-1st level spell*

15

Gelatinous Cube

4

2-8

8

60

Hit: Save vs Paralyzation; Immune to cold/lightning/spells

16

Kobolds (3-12)

½

1-4

7

120

Saves at +3;

17

Goblins (2-8)

1-1

1-6

6

60

Attacks at -1 in sun;

18

Orcs (2-5)

1

1-6

7

90

Attacks at -1 in sun

19

Zombies (1-4)

2

1-8×½

8

60


20

Bandits (2-5)

1

1-6

6

120


21

Berserkers (1-4)

1+1

1-8

7

120


22

Stirges (2-5)

1

1-3

7

180


23

Dwarves (2-5)

1

1-8

4

60


24

Elves (1-6)

1+1

1-10

5

120

1-1st level spell*

25

Gelatinous Cube

4

2-8

8

60

Hit: Save vs Paralyzation; Immune to cold/lightning/spells

26

Orcs (5-20)

1

1-6

7

90

Attacks at -1 in sun

27

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

28

Gnolls (2-5)

2

2-8

5

90


29

Ghouls (1-4)

2

1-3×3

6

90

Touch: Save vs Paralyzation/Elves immune

30

Swordsmen (2-5)

3

1-8

3

60


31

Conjurers (1-4)

3d4

1-4

9

120

2-1st, 1-2nd level spells

32

Priests (2-5)

3

1-6

4

60

2-1st level spells

33

Robbers (1-4)

3d4

1-6

7

120

backstab

34

Dwarves (4-16)

1

1-8

4

60


35

Elves (3-12)

1+1

1-10

5

120

1-1st level spell*

36

Giant Ticks (1-3)

3

1-4

4

30

Bite: -4 HP/rnd + disease fatal in 2-8d

37

Carrion Crawler

3+1

0×8

7

120

Tentacle: Save vs Paralyzation

38

Orcs (5-20)

1

1-6

7

90

Attacks at -1 in sun

39

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

40

Gnolls (2-5)

2

2-8

5

90


41

Ghouls (1-4)

2

1-3×3

6

90

Touch: Save vs Paralyzation/Elves immune

42

Swordsmen (2-5)

3

1-8

3

60


43

Conjurers (1-4)

3d4

1-4

9

120

2-1st, 1-2nd level spells

44

Priests (2-5)

3

1-6

4

60

2-1st level spells

45

Robbers (1-4)

3d4

1-6

7

120

backstab

46

Dwarves (4-16)

1

1-8

4

60


47

Elves (3-12)

1+1

1-10

5

120

1-1st level spell*

48

Giant Ticks (1-3)

3

1-4

4

30

Bite: -4 HP/rnd + disease fatal in 2-8d

49

Carrion Crawler

3+1

0×8

7

120

Tentacle: Save vs Paralyzation

50

Orcs (5-20)

1

1-6

7

90

Attacks at -1 in sun

51

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

52

Gnolls (2-5)

2

2-8

5

90


53

Ghouls (1-4)

2

1-3×3

6

90

Touch: Save vs Paralyzation/Elves immune

54

Swordsmen (2-5)

3

1-8

3

60


55

Conjurers (1-4)

3d4

1-4

9

120

2-1st, 1-2nd level spells

56

Priests (2-5)

3

1-6

4

60

2-1st level spells

57

Robbers (1-4)

3d4

1-6

7

120

backstab

58

Dwarves (4-16)

1

1-8

4

60


59

Elves (3-12)

1+1

1-10

5

120

1-1st level spell*

60

Giant Ticks (1-3)

3

1-4

4

30

Bite: -4 HP/rnd + disease fatal in 2-8d

61

Carrion Crawler

3+1

0×8

7

120

Tentacle: Save vs Paralyzation

62

Orcs (5-20)

1

1-6

7

90

Attacks at -1 in sun

63

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

64

Gnolls (2-5)

2

2-8

5

90


65

Ghouls (1-4)

2

1-3×3

6

90

Touch: Save vs Paralyzation/Elves immune

66

Swordsmen (2-5)

3

1-8

3

60


67

Conjurers (1-4)

3d4

1-4

9

120

2-1st, 1-2nd level spells

68

Priests (2-5)

3

1-6

4

60

2-1st level spells

69

Robbers (1-4)

3d4

1-6

7

120

backstab

70

Dwarves (4-16)

1

1-8

4

60


71

Elves (3-12)

1+1

1-10

5

120

1-1st level spell*

72

Giant Ticks (1-3)

3

1-4

4

30

Bite: -4 HP/rnd + disease fatal in 2-8d

73

Carrion Crawler

3+1

0×8

7

120

Tentacle: Save vs Paralyzation

74

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

75

Gnolls (2-5)

2

2-8

5

90


76

Ghouls (1-4)

2

1-3×3

6

90

Touch: Save vs Paralyzation/Elves immune

77

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

78

Gnolls (4-16)

2

2-8

5

90


79

Bugbears (2-8)

3+1

2-8

5

90

Surprise on 1-3 due to stealth

80

Ogres (1-4)

4+1

1-10

6

90

Sack with 100-600 GP

81

Wights (1-3)

3

0

5

90

Hit: Drain 1 level; Silver/magic to hit

82

Displacer Beasts (1-3)

6

2-8×2

4

150

All saves at +2; -2 to be hit due to displacing

83

Grey Ooze

3

2-16

8

10

Immune heat/cold; Hurt by weapons/lightning

84

Blink Dogs (2-5)

4

1-6

5

120

Blink 1-4’/rnd and attack

85

Harpies (1-3)

3

1-4×3

7

60

Fly 2.5×MV; Save vs Spells or charmed

86

Wererats (1-4)

3

1-6

7

120

Silver/magic to hit; Summon 10-100 G. Rats

87

Ochre Jelly

5

2-12

8

30

Fire/cold to hit; Weapons make smaller jellies

88

Dopplegangers

4

1-12

5

90

Mimic humanoids; Immune Sleep/Charm; Improved saves

89

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

90

Gnolls (4-16)

2

2-8

5

90


91

Bugbears (2-8)

3+1

2-8

5

90

Surprise on 1-3 due to stealth

92

Ogres (1-4)

4+1

1-10

6

90

Sack with 100-600 GP

93

Wights (1-3)

3

0

5

90

Hit: Drain 1 level; Silver/magic to hit

94

Displacer Beasts (1-3)

6

2-8×2

4

150

All saves at +2; -2 to be hit due to displacing

95

Grey Ooze

3

2-16

8

10

Immune heat/cold; Hurt by weapons/lightning

96

Blink Dogs (2-5)

4

1-6

5

120

Blink 1-4’/rnd and attack

97

Harpies (1-3)

3

1-4×3

7

60

Fly 2.5×MV; Save vs Spells or charmed

98

Wererats (1-4)

3

1-6

7

120

Silver/magic to hit; Summon 10-100 G. Rats

99

Ochre Jelly

5

2-12

8

30

Fire/cold to hit; Weapons make smaller jellies

100

Dopplegangers

4

1-12

5

90

Mimic humanoids; Immune Sleep/Charm; Improved saves

 

Level Three Wandering Monsters 

1d100

Encounter

HD

ATK

AC

MV

Special

1

Kobolds (3-12)

½

1-4

7

120

Saves at +3;

2

Goblins (2-8)

1-1

1-6

6

60

Attacks at -1 in sun;

3

Warriors (1-3)

2

1-6

5

90


4

Orcs (2-5)

1

1-6

7

90

Attacks at -1 in sun

5

Zombies (1-4)

2

1-8×½

8

60


6

Bandits (2-5)

1

1-6

6

120


7

Berserkers (1-4)

1+1

1-8

7

120


8

Stirges (2-5)

1

1-3

7

180


9

Adepts (1-4)

2

1-6

5

90

1-1st level spell

10

Dwarves (2-5)

1

1-8

4

60


11

Elves (1-6)

1+1

1-10

5

120

1-1st level spell*

12

Gelatinous Cube

4

2-8

8

60

Hit: Save vs Paralyzation; Immune to cold/lightning/spells

13

Orcs (5-20)

1

1-6

7

90

Attacks at -1 in sun

14

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

15

Gnolls (2-5)

2

2-8

5

90


16

Ghouls (1-4)

2

1-3×3

6

90

Touch: Save vs Paralyzation/Elves immune

17

Swordsmen (2-5)

3

1-8

3

60


18

Conjurers (1-4)

3d4

1-4

9

120

2-1st, 1-2nd level spells

19

Priests (2-5)

3

1-6

4

60

2-1st level spells

20

Robbers (1-4)

3d4

1-6

7

120

backstab

21

Dwarves (4-16)

1

1-8

4

60


22

Elves (3-12)

1+1

1-10

5

120

1-1st level spell*

23

Giant Ticks (1-3)

3

1-4

4

30

Bite: -4 HP/rnd + disease fatal in 2-8d

24

Carrion Crawler

3+1

0×8

7

120

Tentacle: Save vs Paralyzation

25

Orcs (5-20)

1

1-6

7

90

Attacks at -1 in sun

26

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

27

Gnolls (2-5)

2

2-8

5

90


28

Ghouls (1-4)

2

1-3×3

6

90

Touch: Save vs Paralyzation/Elves immune

29

Swordsmen (2-5)

3

1-8

3

60


30

Conjurers (1-4)

3d4

1-4

9

120

2-1st, 1-2nd level spells

31

Priests (2-5)

3

1-6

4

60

2-1st level spells

32

Robbers (1-4)

3d4

1-6

7

120

backstab

33

Dwarves (4-16)

1

1-8

4

60


34

Elves (3-12)

1+1

1-10

5

120

1-1st level spell*

35

Giant Ticks (1-3)

3

1-4

4

30

Bite: -4 HP/rnd + disease fatal in 2-8d

36

Carrion Crawler

3+1

0×8

7

120

Tentacle: Save vs Paralyzation

37

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

38

Gnolls (4-16)

2

2-8

5

90


39

Bugbears (2-8)

3+1

2-8

5

90

Surprise on 1-3 due to stealth

40

Ogres (1-4)

4+1

1-10

6

90

Sack with 100-600 GP

41

Wights (1-3)

3

0

5

90

Hit: Drain 1 level; Silver/magic to hit

42

Displacer Beasts (1-3)

6

2-8×2

4

150

All saves at +2; -2 to be hit due to displacing

43

Grey Ooze

3

2-16

8

10

Immune heat/cold; Hurt by weapons/lightning

44

Blink Dogs (2-5)

4

1-6

5

120

Blink 1-4’/rnd and attack

45

Harpies (1-3)

3

1-4×3

7

60

Fly 2.5×MV; Save vs Spells or charmed

46

Wererats (1-4)

3

1-6

7

120

Silver/magic to hit; Summon 10-100 G. Rats

47

Ochre Jelly

5

2-12

8

30

Fire/cold to hit; Weapons make smaller jellies

48

Dopplegangers

4

1-12

5

90

Mimic humanoids; Immune Sleep/Charm; Improved saves

49

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

50

Gnolls (4-16)

2

2-8

5

90


51

Bugbears (2-8)

3+1

2-8

5

90

Surprise on 1-3 due to stealth

52

Ogres (1-4)

4+1

1-10

6

90

Sack with 100-600 GP

53

Wights (1-3)

3

0

5

90

Hit: Drain 1 level; Silver/magic to hit

54

Displacer Beasts (1-3)

6

2-8×2

4

150

All saves at +2; -2 to be hit due to displacing

55

Grey Ooze

3

2-16

8

10

Immune heat/cold; Hurt by weapons/lightning

56

Blink Dogs (2-5)

4

1-6

5

120

Blink 1-4’/rnd and attack

57

Harpies (1-3)

3

1-4×3

7

60

Fly 2.5×MV; Save vs Spells or charmed

58

Wererats (1-4)

3

1-6

7

120

Silver/magic to hit; Summon 10-100 G. Rats

59

Ochre Jelly

5

2-12

8

30

Fire/cold to hit; Weapons make smaller jellies

60

Dopplegangers

4

1-12

5

90

Mimic humanoids; Immune Sleep/Charm; Improved saves

61

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

62

Gnolls (4-16)

2

2-8

5

90


63

Bugbears (2-8)

3+1

2-8

5

90

Surprise on 1-3 due to stealth

64

Ogres (1-4)

4+1

1-10

6

90

Sack with 100-600 GP

65

Wights (1-3)

3

0

5

90

Hit: Drain 1 level; Silver/magic to hit

66

Displacer Beasts (1-3)

6

2-8×2

4

150

All saves at +2; -2 to be hit due to displacing

67

Grey Ooze

3

2-16

8

10

Immune heat/cold; Hurt by weapons/lightning

68

Blink Dogs (2-5)

4

1-6

5

120

Blink 1-4’/rnd and attack

69

Harpies (1-3)

3

1-4×3

7

60

Fly 2.5×MV; Save vs Spells or charmed

70

Wererats (1-4)

3

1-6

7

120

Silver/magic to hit; Summon 10-100 G. Rats

71

Ochre Jelly

5

2-12

8

30

Fire/cold to hit; Weapons make smaller jellies

72

Dopplegangers

4

1-12

5

90

Mimic humanoids; Immune Sleep/Charm; Improved saves

73

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

74

Gnolls (4-16)

2

2-8

5

90


75

Bugbears (2-8)

3+1

2-8

5

90

Surprise on 1-3 due to stealth

76

Ogres (1-4)

4+1

1-10

6

90

Sack with 100-600 GP

77

Wights (1-3)

3

0

5

90

Hit: Drain 1 level; Silver/magic to hit

78

Displacer Beasts (1-3)

6

2-8×2

4

150

All saves at +2; -2 to be hit due to displacing

79

Grey Ooze

3

2-16

8

10

Immune heat/cold; Hurt by weapons/lightning

80

Blink Dogs (2-5)

4

1-6

5

120

Blink 1-4’/rnd and attack

81

Harpies (1-3)

3

1-4×3

7

60

Fly 2.5×MV; Save vs Spells or charmed

82

Wererats (1-4)

3

1-6

7

120

Silver/magic to hit; Summon 10-100 G. Rats

83

Ochre Jelly

5

2-12

8

30

Fire/cold to hit; Weapons make smaller jellies

84

Dopplegangers

4

1-12

5

90

Mimic humanoids; Immune Sleep/Charm; Improved saves

85

Hobgoblins (5-20)

1+1

1-8

6

90

Saves vs Fear at +1

86

Gnolls (4-16)

2

2-8

5

90


87

Bugbears (2-8)

3+1

2-8

5

90

Surprise on 1-3 due to stealth

88

Ogres (1-4)

4+1

1-10

6

90

Sack with 100-600 GP

89

Wights (1-3)

3

0

5

90

Hit: Drain 1 level; Silver/magic to hit

90

Displacer Beasts (1-3)

6

2-8×2

4

150

All saves at +2; -2 to be hit due to displacing

91

Grey Ooze

3

2-16

8

10

Immune heat/cold; Hurt by weapons/lightning

92

Blink Dogs (2-5)

4

1-6

5

120

Blink 1-4’/rnd and attack

93

Harpies (1-3)

3

1-4×3

7

60

Fly 2.5×MV; Save vs Spells or charmed

94

Wererats (1-4)

3

1-6

7

120

Silver/magic to hit; Summon 10-100 G. Rats

95

Ochre Jelly

5

2-12

8

30

Fire/cold to hit; Weapons make smaller jellies

96

Dopplegangers

4

1-12

5

90

Mimic humanoids; Immune Sleep/Charm; Improved saves

97

Bugbears (2-8)

3+1

2-8

5

90

Surprise on 1-3 due to stealth

98

Ogres (1-4)

4+1

1-10

6

90

Sack with 100-600 GP

99

Harpies (1-3)

3

1-4×3

7

60

Fly 2.5×MV; Save vs Spells or charmed

100

Wererats (1-4)

3

1-6

7

120

Silver/magic to hit; Summon 10-100 G. Rats