MONSTERS

Monsters and npcs encountered usually encountered in rooms but also sometimes as 'wandering monsters'.  Determine the party level and roll d20 on one of the lists below. Party level is the average level of all PCs in the party. After the lists at the bottom of this page is a Monster Manual -  a list of all monsters and their stats. When playing on Discord I copy the monster stats to where I am playing the game by cut and paste.



Wandering Monsters. 

( on a roll of 1 on d10 when searching for secret doors, treasure or having a rest etc - any action which takes a turn or more ). Also roll for wandering monsters if you return to a previously explored room or junction. When encountered as wandering monsters there will be half the numbers listed and they come from a random direction. 

Initiative. 

Each side rolls d6 (roll 2d6 one colour for party one for monsters)  The difference between numbers indicates amount of surprise. ie. a roll 6/1 is total surprise ambush but 3/3 is simultaneous.

If only one individual is encountered they should make a morale check to see if they fight or run rather than being outnumbered. The exception is for undead or if they are cornered in a room or passage with no exit. NPC reactions can be rolled when encountering dwarves or adventurers who are not chaotic ( see adventurers listing in monster manual below ).



Dungeon Encounters for party level 1-2

Roll d20  the numbers in brackets indicate for ( level 1 party ) ( level 2 party )

  1. skeletons (1d6)(2d6)
  2. Bandit (1d6) (2d4)
  3. Skeletons (1d3)(1d6) 
  4. Evil Dwarves (1d6) (2d4) - 
  5. Orcs (1d6) (2d4)
  6. Goblin (2d4) (2d8)
  7. Living Statues (1d3) (1d4)
  8. Giant Rats (2d6) (3d6)
  9. Veterans (1d2) (1d4)
  10. Kobold (3d4) (3d4+2)
  11. Acolytes (1d4)(d6) 
  12. Orc (2d4) (2d6)
  13. Spider, Giant (1) (2)
  14. Skeleton (2d4) (3d4)
  15. Kobolds (2d4) (3d4)
  16. Goblins (1d6) (2d4)
  17. Hobgoblins (1d3) (1d4)
  18. Brigands(1d3) (1d6)
  19. Zombie (1d3) (1d6)
  20. Wolf (1d4) (1d6)
Outside of rooms or halls the numbers appearing will be half ( round up )




Dungeon Encounters for party level 3-4

the numbers in brackets indicate for ( level 3 party ) ( level 4 party )

Roll d20 - 
  1.  Wight (1d3) (1d4)
  2.  Berserker (1d6) (1d8)
  3.  Skeletons (3d6) (3d6+2)
  4.  Trolls (1) (2)
  5.  Ghoul (1d4) (1d6)
  6.  Gnoll (1d6) (1d8)
  7.  Grey Ooze (1) 
  8.  Hobgoblin (1d6) 
  9.  Giant Toad (1) 
  10.  Brigands (2d4) 
  11.  Living statue (1d3) 
  12.  Veterans (1d6) (2d4)
  13.  Green Slime (d4) 
  14.  Basic Adventurers NPCs (d4+1) 
  15.  Bears (1d2)  roll again for type
  16.  Ochre Jelly (1) 
  17.  Orcs (1d10) 
  18.  Werebear (1) 
  19.  Goblins (3d4) 
  20.  Zombie (2d4) 
Note: Outside of rooms or halls the numbers appearing will be halved ( round up )



Dungeon Encounters for party level 5-6

the numbers in brackets indicate for ( level 5 party ) ( level 6 party )

Roll d20 - 
  1.  Wights (1d6) (1d8) 
  2.  Expert Adventurers NPCs. (d4+1) (d4+2)
  3.  Ghouls (2d4) (2d4+2)
  4.  Bugbear (2d4) (2d4+2)
  5.  Giant snakes (1d2) (1d3)
  6.  Ogres (1d6) (2d4)
  7.  Gnolls (2d4)(2d4+2)
  8.  Gargoyle (1d6) (1d8)
  9.  Giant Scorpions (2)(2)
  10.  Harpy (1d4)(1d6)
  11.  Living Statue( (1d4) (1d6)
  12.  Orcs (3d4) + (d2) trolls  ( +3 orcs +1 troll )
  13.  Hill Giants (1d6)(2d4)
  14.  Trolls (1d4)(1d6)
  15.  Veterans (2d4) (2d6)
  16.  Orcs (2d6) + (d2) Trolls ( +3 orcs +1 troll )
  17.  Hobgoblins (2d6) (2d6+2) 
  18.  Owlbear (1)(1-2)
  19.  Veteran (1d4) plus evil expert Adventurers NPCs(1d4)    (at level 6 +1 of each)
  20.  Berserkers (2d4)(2d6)
Note: Outside of rooms or halls the numbers appearing will be halved ( round up )


Dungeon Encounters for party level 7+

Roll d20 - 
  1. Vampire  ( see OSE Tome p211)
  2. Purple worm
  3. Whites 2d4
  4. Trolls (2d4 )
  5. Frost Giant
  6. Efreeti ( see OSE Tome p169)
  7. Griffin
  8. Gnolls (3d4)
  9. Wraith  ( see OSE Tome p215)
  10. Gnolls (3d4)
  11. Golem
  12. Orcs (3d4) + d2 trolls
  13. Hill Giants (2d4)
  14. Medusa ( see OSE Tome p188)
  15. Manticore
  16. Ogre (2d4)
  17. Powerful NPC and entourage ( see OSE Tome p225)
  18. Spectres ( d4)
  19. Wights (2d4)
  20. Dragon ( see OSE Tome p164)



MONSTER MANUAL


All encounters are listed below in alphabetical order. The abbreviations for each are as follows: AC=Armour Class / HD=Hit Dice / hp= average hit points ( you can either roll x number of d6 hit dice or use this average hp total) / Att= number of attacks and damage / THAC0 = number needed to hit armour class 0 / MV= move speed feet/ SV= save followed by the save types Breath Poison Magic etc / ML= morale / AL= alignment/  XP= experience value/ NA= number appearing( ignore this)/ TT= treasure type ( tables for rolling chances of treasure held )

Acolyte

1st level clerics on a quest for their deity.
AC 2 [17], HD 1 (4hp), Att 1 × mace
(1d6), THAC0 19 [0], MV 60’ (20’), SV
D11 W12 P14 B16 S15 (Cleric 1), ML 7,
AL Any, XP 10, NA 1d8 (1d20), TT U
▶ Leader: Groups of 4+ are led by a
higher level cleric (1d10: 1–4: 2nd level,
5–7: 3rd level, 8–9: 4th level, 10: 5th level).
Choose or roll the leader’s spells.


Adventurers ( NPCs)

Other adventurers may be encountered. They may be friendly or regard you as rivals. Roll reaction d6
1. attack 2. hostile may attack 3-4 neutral ignore you  5 friendly may help 6 wish to join you.  add +1 if single adventurer found. +2 if they are prisoners you have rescued. Also add the CHA reaction bonus of most charismatic party member. -1 reaction if they are higher level than you.+1 if same alignment. -2 if chaotic alignment. 
You will encounter 2d3 adventurers.  Alignment 1-2 Lawful / 3-4 Neutral / 5-6 Chaotic

NPC Adventurer Class and Level
    
d8 Class Basic(1-3) Expert (4+)

1 Cleric 1d3 1d6+3
2 Dwarf 1d3 1d6+6
3 Elf 1d3 1d6+2
4 Fighter 1d3 1d6+3
5 Fighter 1d3 1d6+5
6 Halfling 1d3 1d6+2
7 Magic-User 1d3 1d6+3
8 Thief 1d3 1d6+4

5% per level for each NPC to have a magic item. 


Bandit

NPC thieves who live by robbery.
AC 6 [13], HD 1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0], MV
120’ (40’), SV D13 W14 P13 B16 S15
(Thief 1), ML 8, AL Neutral or Chaotic,
XP 100, NA 1d8 (3d10), TT U (A)
▶ Trickery: Use disguise or trickery to
surprise victims.
▶ Leader: May have a leader of 2nd level
or higher (any human class). leader present only vs party levels 3+
▶ Hoard: Only have treasure type A
when encountered in their wilderness
lair.


Bear

▶ Bear hug: If a victim is hit by both
claw attacks in the same round, the bear
hugs for an extra 2d8 automatic damage.

Black Bear  ( vs party levels 1-2 )
6’ tall; favour eating berries and roots.
AC 6 [13], HD 4 (18hp), Att 2 × claw
(1d3), 1 × bite (1d6), THAC0 16 [+3],
MV 120’ (40’), SV D12 W13 P14 B15 S16
(2), ML 7, AL Neutral, XP 750, NA 1d4
(1d4), TT U
▶ Bear hug: See main entry.
▶ Defensive: Adults will protect their
young with their lives, but otherwise only
attack if cornered.
▶ Camp raids: Sometimes raid camps,
for food (especially fish and sweet treats).


Cave Bear  ( vs party level 5+ )
Ferocious, 15’ tall grizzly bears found in
caves and Lost World settings. Omnivorous,
but prefer meat, including humans.
AC 5 [14], HD 7 (31hp), Att 2 × claw
(1d8), 1 × bite (2d6), THAC0 13 [+6],
MV 120’ (40’), SV D12 W13 P14 B15 S16
(3), ML 9, AL Neutral, XP 4500, NA 1d2
(1d2), TT V
▶ Bear hug: See main entry.
▶ Sense of smell: Poor eyesight, but
keen sense of smell. When hungry, will
follow a track of blood by scent.


Grizzly Bear  ( vs party level 3-4 )
Aggressive, 9’ tall. Silver-tipped fur,
brown or reddish brown in colour. Live
in forests and mountains. Favour eating
meat.
AC 6 [13], HD 5 (22hp), Att 2 × claw
(1d4), 1 × bite (1d8), THAC0 15 [+4],
MV 120’ (40’), SV D12 W13 P14 B15
S16 (2), ML 8, AL Neutral, XP 1750, NA 1
(1d4), TT U
▶ Bear hug: See main entry.

Berserker

Fighters who enter a rage in battle. They
never take prisoners.
AC 7 [12], HD 1+1* (5hp), Att 1 × weapon
(1d8 or by weapon), THAC0 18 [+1],
MV 120’ (40’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Neutral, XP 190, NA 1d6
(3d10), TT P (B)
▶ Battle rage: +2 to hit humans and similar
humanoids (e.g. orcs, goblins). Rage
sometimes makes them attack their allies.
▶ Hoard: Only have treasure type B
when encountered in the wilderness.

Brigand

Outlaws and mercenaries who make a
living by raiding settlements and attacking
travellers.
AC 6 [13], 4 [15], or 3 [16], HD 1 (4hp),
Att 1 × weapon (1d6 or by weapon),
THAC0 19 [0], MV 120’ (40’), SV D12
W13 P14 B15 S16 (1), ML 8, AL Chaotic,
XP 100, NA 0 (1d4 × 10), TT A
▶ Footmen: Half the group has: leather
armour, shield, sword, shortbow.


Bugbear

Large, hairy goblins with an ungainly
gait. Favour attacking by surprise.
AC 5 [14], HD 3+1 (14hp), Att 1 × weapon
(2d4 or by weapon +1), THAC0 16
[+3], MV 90’ (30’), SV D12 W13 P14 B15
S16 (3), ML 9, AL Chaotic, XP 500, NA
2d4 (5d4), TT B
▶ Surprise: On a 1–3, due to stealth.

Dwarf ( Evil )

Short, stocky, bearded demihumans who
dwell in mountains and subterranean
realms. Dwarves encountered outside NPC parties are evil 
corrupted dwarves who will try to kill you.

AC 4 [15], HD 1 (4hp), Att 1 × weapon
(1d8 or by weapon), THAC0 19 [0], MV
60’ (20’), SV D8 W9 P10 B13 S12 (Dwarf
1), ML 8 (10 with leader), AL Chaotic
 XP 100, NA 1d6 (5d8), TT G

Frost Giant

18’ tall humanoids with pale skin and
pale, yellow or blue hair. Dress in furs or
iron armour. Males have long beards.
AC 4 [15], HD 10+1 (46hp), Att 1 ×
weapon (4d6) or 1 × boulder (3d6),
THAC0 11 [+8], MV 120’ (40’), SV D6
W7 P8 B8 S10 (10), ML 9, AL Chaotic,
XP 9000, NA 1d2 (1d4), TT E + 5,000gp
▶ Boulder throwing: Up to 200’.
▶ Cold immunity: Unharmed by coldbased
attacks.
▶ Castle: High upon snowy mountains.
▶ Guardians: 20% chance of 3d6 polar
bears (p154), 6d6 wolves (p214) otherwise.


Gargoyle

Magical monsters that look like hideous,
horned, winged statues. Semi-intelligent
and possessed of a great cunning.
AC 5 [14], HD 4 (18hp), Att 2 × claw
(1d3), 1 × bite (1d6), 1 × horn (1d4),
THAC0 16 [+3], MV 90’ (30’) / 150’ (50’)
flying, SV D8 W9 P10 B10 S12 (8), ML
11, AL Chaotic, XP 750, NA 1d6 (2d4),
TT C

Ghoul

Grotesque, animalistic, undead humans
that crave the flesh of the living.
AC 6 [13], HD 2* (9hp), Att 2 × claw
(1d3 + paralysis), 1 × bite (1d3 + paralysis),
THAC0 18 [+1], MV 90’ (30’), SV
D12 W13 P14 B15 S16 (2), ML 9, AL
Chaotic, XP 250, NA 1d6 (2d8), TT B
▶ Paralysis: For 2d4 turns (save versus
paralysis). Elves and creatures larger
than ogres are unaffected. After paralysing
a target, ghouls will attack others.
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).

Gnoll

Lazy, humanoid hyenas of low intelligence
that live by intimidation and theft.
Legends say that gnolls were magically
created by a wizard who crossbred
gnomes and trolls.
AC 5 [14], HD 2 (9hp), Att 1 × weapon
(2d4 or by weapon + 1), THAC0 18 [+1],
MV 90’ (30’), SV D12 W13 P14 B15 S16
(2), ML 8, AL Chaotic, XP 200 (leader:
35), NA 1d6 (3d6), TT D


Goblin

Small, grotesque humanoids with pallid,
earth-coloured skin and glowing, red
eyes. Dwell underground.
AC 6 [13], HD 1–1 (3hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 50 (bodyguard: 200, king: 350), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.


Green Slime

Dripping, green slime that clings to walls
and ceilings. 50% chance dropping on each PC that passes below it.
AC No hit roll required, HD 2* (9hp), Att
1 × touch (consume flesh), THAC0 18
[+1], MV 3’ (1’), SV D12 W13 P14 B15
S16 (1), ML 12, AL Neutral, XP 250, NA 1
(0), TT None
▶ Surprise: Drops down on surprised
characters from above.
▶ Acid: When in contact with a victim,
sticks on and exudes acid. The acid destroys
wood or metal (including armour)
in 6 rounds, but cannot affect stone.
▶ Consume flesh: Once in contact with
flesh for 6 rounds, the victim is turned
into green slime in a further 1d4 rounds.
▶ Removing: Once stuck on a victim,
can only be removed by fire. This inflicts
half damage to the victim and half to the
slime.
▶ Immunity: Unharmed by all attacks
except cold or fire.


Grey Ooze

Slimy horrors that lurk on stone surfaces
or among boulders.
AC 8 [11], HD 3* (13hp), Att 1 × touch
(2d8), THAC0 17 [+2], MV 10’ (3’), SV
D12 W13 P14 B15 S16 (2), ML 12, AL
Neutral, XP 500, NA 1 (1), TT None
▶ Blend in with stone: Difficult to tell
apart from wet stone.
▶ Acid: After a successful attack, sticks
to the victim and exudes acid. The acid
destroys normal armour immediately and
inflicts 2d8 damage per round. (Magic
armour is dissolved in one turn.)
▶ Energy immunity: Unharmed by cold
or fire.


Harpy

Hideous hags with the wings and lower
bodies of giant eagles. Use their song to
lure victims to their doom.
AC 7 [12], HD 3* (13hp), Att 2 × claw
(1d4), 1 × weapon (1d6 or by weapon), 1
× song (charm), THAC0 17 [+2], MV 60’
(20’) / 150’ (50’) flying, SV D12 W13 P14
B15 S16 (3), ML 7, AL Chaotic, XP 500,
NA 1d6 (2d4), TT C
▶ Charm: Anyone who hears the song of
a group of harpies must save versus spells
or be charmed: move towards the harpies
(resisting those who try to prevent it);
defend the harpies; obey the harpies’
commands (if understood); unable to
cast spells or use magic items; unable to
harm the harpies. A character who saves
is unaffected for the rest of the encounter.
Killing the harpies breaks the charm.
▶ Magic resistance: +2 bonus to all saves.



Hobgoblin

Larger and nastier relatives of goblins. Dwell underground, but commonly seek prey above ground

AC 6 [13], HD 1+1 (5hp), Att 1 Å~ weapon (1d8 or by weapon), THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 8 (10 with king), AL Chaotic, XP 15 (bodyguard: 75, king: 175), NA 1d6 (4d6), TT D

▶ Hobgoblin king and bodyguards: A 5HD (22hp) king and 1d4 4HD (3d6hp) bodyguards live in the hobgoblin lair. The king gains a +2 bonus to damage rolls. A thoul (p206) may sometimes be found among the king’s bodyguards.


Hill Giant

Hairy, brutish, 12’ tall humanoids of low
intelligence. Dwell in foothills. Known to
attack human settlements to steal food.
AC 4 [15], HD 8 (36hp), Att 1 × weapon
(2d8), THAC0 12 [+7], MV 120’ (40’), SV
D8 W9 P10 B10 S12 (8), ML 8, AL Chaotic,
XP 6500, NA 1d4 (2d4), TT E + 5,000gp
▶ Weapons: Wield giant clubs and spears.

Kobold

Small, wicked, hairless, canine humanoids
with scaly, rust-coloured skin. Dwell
underground.
AC 7 [12], HD ½ (2hp), Att 1 × weapon
(1d4 or by weapon –1), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 6 (8 with chieftain), AL Chaotic,
XP 50 (bodyguard: 150, chieftain: 200),
NA 4d4 (6d10), TT P (J)
▶ Ambush: Set up surprise attacks.
▶ Infravision: 90’.
▶ Hate gnomes: Attack on sight.
▶ if more than 10 kobolds encountered in a lair add Chieftain and bodyguards: A 2HD
(9hp) chieftain and 1d6 1+1HD (6hp)
bodyguards live in the kobold lair.
▶ Hoard: Only have treasure type J
when encountered in the wilderness or in
their lair.


Living Statue

Formed of marble. Human in
form. 3 sizes for 1-2 / 3-4 / 5+ party levels
AC 4 [15], HD 2/3/5 ( 8/ 13 / 20 hp), Att 2 × blow
(1d4)(d6)(d8) , THAC0 17 [+2], MV 90’ (30’), SV
D12 W13 P14 B15 S16 (3), ML 11, AL
Lawful, XP 250/350/550, NA 1d6 (1d6), TT None

Ochre Jelly

Giant, ochre amoeboids.
AC 8 [11], HD 5* (22hp), Att 1 × touch
(2d6), THAC0 15 [+4], MV 30’ (10’), SV
D12 W13 P14 B15 S16 (3), ML 12, AL
Neutral, XP 3000, NA 1 (0), TT None
▶ Immunity: Unharmed by all attacks
except cold or fire.
▶ Division: Lightning or attacks with
weapons cause the jelly to divide into
1d4+1 2HD jellies that do half damage.
▶ Acid: After a successful attack, sticks
to the victim and exudes acid. The acid
inflicts 2d6 damage per round to flesh
and destroys cloth, leather, or wood in
one round. (Stone and metal are unaffected.)
▶ Seep: Can squeeze through small holes
and cracks.


Ogre

Frightful humanoids, 8–10’ tall, dressed
in animal hides. Often dwell in caves.
AC 5 [14], HD 4+1 (19hp), Att 1 × club
(1d10), THAC0 15 [+4], MV 90’ (30’),
SV D10 W11 P12 B13 S14 (4), ML 10, AL
Chaotic, XP 1250, NA 1d6 (2d6), TT C +
1,000gp
▶ Sack: Outside of the lair, carry a sack
containing 1d6 × 100gp.
▶ Hate neanderthals: Attack on sight.


Orc

Ugly, bad-tempered, animalistic humanoids
who live underground and are active
at night. Sadistic bullies who hate other
living creatures and delight in killing.

AC 6 (or 4 if party over level 2) [13], HD 1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0], MV
120’ (40’), SV D12 W13 P14 B15 S16 (1),
ML 6 (8 with leader), AL Chaotic, XP 100
(leader: 200), NA 2d4 (1d6 ×10), TT D

▶ Hate the sun: –1 to hit in full daylight.
▶ Weapons: Prefer axes, clubs, spears, or
swords. Only leaders can use mechanical
weapons (e.g. crossbows, catapults).
▶ Leader: Groups ( 8 + )are led by an orc with
8 hit points. The leader gains a +1 bonus
to damage rolls. Leaders have defeated
other orcs in combat to gain their position.

Owl Bear

Huge (8’ tall, 1,500 pounds), ill-tempered,
carnivorous bear-like creature with the
face of an owl. Owl bears are found in
dense forests and underground.
AC 5 [14], HD 5 (22hp), Att 2 × claw
(1d8), 1 × bite (1d8), THAC0 15 [+4],
MV 120’ (40’), SV D12 W13 P14 B15 S16
(3), ML 9, AL Neutral, XP 1750, NA 1d4
(1d4), TT C
▶ Bear hug: If a victim is hit by both
paws in the same round, the owl bear
hugs for an extra 2d8 automatic damage.

Purple Worm

Gigantic, slimy worms with bodies
100’ long and 8–10’ thick. Bore tunnels
through the earth and come to the surface
to eat other creatures.
AC 6 [13], HD 15* (67hp), Att 1 × bite
(2d8), 1 × sting (1d8 + poison), THAC0 9
[+10], MV 60’ (20’), SV D8 W9 P10 B10
S12 (8), ML 10, AL Neutral, XP 23,000,
NA 1d2 (1d4), TT D
▶ Swallow whole: A bite attack roll of
natural 20, or 4 or more than the target
number required, indicates that a human-
sized (or smaller) victim is swallowed.
Inside the worm’s belly: suffer 3d6
damage per round (until the worm dies);
may attack with sharp weapons at –4 to
hit; body digested in 6 turns after death.
▶ Poison: Causes death (save vs poison).
▶ In restricted spaces: May not always
be able to bite and sting at once.


Giant Rat

3’ long (or larger), with black or grey fur.
Often live in dark, dungeon areas and
close to undead monsters.
AC 7 [12], HD ½ (2hp), Att 1 × bite (1d3
+ disease), THAC0 19 [0], MV 120’ (40’)
/ 60’ (20’) swimming, SV D12 W13 P14
B15 S16 (1), ML 8, AL Neutral, XP 50, NA
3d6 (3d10), TT C
▶ Disease; Afraid of fire; Attacking in
water: See main entry.

Scorpion, Giant

Huge arachnids, as big as a small horse,
with pincers and deadly stingers. Dwell
in caverns, ruins, and deserts.
AC 2 [17], HD 4* (18hp), Att 2 × claw
(1d10), 1 × sting (1d4 + poison), THAC0
16 [+3], MV 150’ (50’), SV D12 W13 P14
B15 S16 (2), ML 11, AL Chaotic, XP 1250,
NA 1d6 (1d6), TT V
▶ Aggressive: Normally attack on sight.
▶ Poison: Causes death (save vs poison).
▶ Grab and sting: +2 bonus to sting
attack, if a claw hits.

Skeleton

Skeletal remains of humanoids, reanimated
as guardians by powerful magic-users
or clerics. Often encountered in cemeteries,
crypts, or other forlorn places.
AC 7 [12], HD 1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Chaotic, XP 100, NA 3d4
(3d10), TT None
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).

Giant Snake

10’ long snakes
AC 5 [14], HD 4* (18hp), Att 2 × bite
(1d4 + poison), THAC0 16 [+3], MV
120’ (40’), SV D12 W13 P14 B15 S16
(2), ML 8, AL Neutral, XP 1250, NA 1d4
(1d4), TT U

▶ Poison: Causes death in 1d6 turns
(save versus poison).

Spectre

Incorporeal phantoms; one of the most
powerful undead monsters.
AC 2 [17], HD 6** (27hp), Att 1 × touch
(1d8 + energy drain), THAC0 14 [+5],
MV 150’ (50’) / 300’ (100’) flying, SV
D10 W11 P12 B13 S14 (6), ML 11, AL
Chaotic, XP 7250, NA 1d4 (1d8), TT E
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).
▶ Mundane damage immunity: Can
only be harmed by magical attacks.
▶ Energy drain: A successfully hit target
permanently loses two experience levels
(or Hit Dice). This incurs a loss of two
Hit Dice of hit points, as well as all other
benefits due to the drained levels (e.g.
spells, saving throws, etc.). A character’s
XP is reduced to the lowest amount for
the new level. A person drained of all
levels becomes a spectre next night, under
the control of the spectre that killed
them.


Giant Spider

5’ - 10' long hunting spiders that can change
their colour to match their surroundings.
AC 7 [12], HD 3* (12hp), Att 1 × bite (1d8
+ poison), THAC0 18 [+1], MV 120’
(40’), SV D12 W13 P14 B15 S16 (1), ML
7, AL Neutral, XP 250, NA 1d4 (1d4), TT
U
▶ Ambush: Attack by dropping on victims
from above.
▶ Surprise: On a 1–4, due to camouflage.
▶ Cling: Can walk on walls and ceilings.
▶ Poison: Causes death in 1d4 turns
(save versus poison with a +2 bonu

Toad, Giant

Warty amphibians with long, sticky
tongues. As large as a great hound,
weighing 150 to 250 pounds.
AC 7 [12], HD 2+2 (11hp), Att 1 × bite
(1d4+1), THAC0 17 [+2], MV 90’ (30’),
SV D12 W13 P14 B15 S16 (1), ML 6, AL
Neutral, XP 250, NA 1d4 (1d4), TT None
▶ Surprise: On a 1–3, in forests or dark
dungeons, due to the ability to change
colour to match their surrounding.
▶ Sticky tongue: Attack up to 15’ away.
On a hit, prey (up to dwarf size) is
dragged to the mouth and bitten.
▶ Swallow whole: A natural 20 attack
roll indicates a small victim is swallowed.
Inside the toad’s belly: suffer 1d6 damage
per round (until the toad dies); may
attack with sharp weapons at –4 to hit;
body digested in 6 turns after death.

Troll

Intelligent, wicked, 8’ tall humanoids
with emaciated, rubbery bodies. Consume
the flesh of other humanoids. Dwell
underground, in barren wilderness, and
in the ruined homes of former victims.
AC 4 [15], HD 6+3* (30hp), Att 2 × talon
(1d6), 1 × bite (1d10), THAC0 13 [+6],
MV 120’ (40’), SV D10 W11 P12 B13 S14
(6), ML 10 (8 fear of fire), AL Chaotic,
XP 6500, NA 1d8 (1d8), TT D
▶ Regeneration: 3 rounds after being
damaged, start regaining 3hp per round.
Severed limbs reattach.
▶ Return from death: If killed (0hp),
will regenerate and fight again in 2d6
rounds.
▶ Fire and acid: Cannot regenerate
damage from these sources. The only way
to permanently kill a troll.
▶ Fear of fire: Morale 8 when attacked
with fire or acid.

Vampire ( see OSE Tome )

Veteran

Low level fighters, often on their way to
or from war.
AC 2 [17], HD 1 to 3 (4/9/13hp), Att 1
× weapon (1d8 or by weapon), THAC0
19 [0], MV 60’ (20’), SV D12 W13 P14
B15 S16 (F1 to F3), ML 9, AL Any, XP
150/300/600, NA 2d4 (2d6), TT V
▶ Level and alignment: A group may
all be of the same level as party average up to level 3 max.

Wight

Corpses of humans or demihumans,
possessed by malevolent spirits.
AC 5 [14], HD 3* (13hp), Att 1 × touch
(energy drain), THAC0 17 [+2], MV 90’
(30’), SV D12 W13 P14 B15 S16 (3), ML
12, AL Chaotic, XP 500, NA 1d6 (1d8),
TT B
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).
▶ Mundane damage immunity: Only
harmed by silver weapons or magic.
▶ Energy drain: A successfully hit target
permanently loses one experience level
(or Hit Die). This incurs a loss of one Hit
Die of hit points, as well as all other benefits
due to the drained level (e.g. spells,
saving throws, etc.). A character’s XP is
reduced to halfway between the former
and new levels. A person drained of all
levels becomes a wight in 1d4 days, under
the control of the wight that killed them

Wolf

Dwell primarily in wild lands, but occasionally
lair in caves.
AC 7 [12], HD 2+2 (11hp), Att 1 × bite
(1d6), THAC0 17 [+2], MV 180’ (60’),
SV D12 W13 P14 B15 S16 (1), ML 6 (8 in
larger packs), AL Neutral, XP 250, NA 2d6
(3d6), TT None
▶ Training: At the referee’s discretion,
captured cubs may be trained like dogs.
Wolves are difficult to train.
▶ Strength in numbers: Packs of 4 or
more wolves have morale 8. If the pack
is reduced to less than 50% of its original
size, this morale bonus is lost.

Wraith see OSE guide

Zombie

Listless, humanoid corpses, reanimated
as guardians by powerful clerics or
wizards.
AC 8 [11], HD 2 (9hp), Att 1 × weapon
(1d8 or by weapon), THAC0 18 [+1],
MV 60’ (20’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Chaotic, XP 200, NA 2d4
(4d6), TT None
▶ Guardians: Always attack on sight.
▶ Initiative: Always lose (no roll).
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).


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