SPELLS AND SWORDS BESTIARY 1








BESTIARY 
Below is a starting list of Monsters. 

ABOLETH (MONSTER) SL = 11
1. Large, Slimy, Ancient, Amphibians. 3 Eyes. Possessors of Terrible Ancient Secrets.  
2. Underworld Slavers. Live in Underground Lakes. Reports of Lost Underwater Cities. 
3. Four Large Tentacle Attacks (Attack +4. Damage +1. Grab). Fluke Tail gives Swift +3
4. Slime Attack (Disease. If not cured Victim Takes 1 Wound Marker every hour not in Water)
5. Underwater Mucus Attack (Close Range. Attack +2. Choke) 
6. Can Cast Spells like an Illusionist. Infravision. Armor +4
7. Charm Spell (Once Per Turn). Enslaved Creatures can Breath Water. 
8. Accompanied by 2D10+ Aquatic Humanoids or Troglodytes.  

AIR ELEMENTAL (ELEMENTAL) SL = Varies
1. Whirl Wind Form. Slow Flyer. 
2. Immune to Normal Weapons. 
3. Wind Aura Attack (Those in HTH Range must save or be thrown 10-20 Feet for Dam +1)
4. Gust of Wind (Like Spell 4x/Day) 

ALLIGATOR, GIANT (BEAST) SL = 12
1. Huge Size. Armor +5. 
2. Includes Giant Crocodile. 
3. Bite: Attack +4 and Damage +5
4. Rush to Attack: Swift +6

ANGEL (CELESTIAL) SL = 9
1. Human Form. Warrior
2. Bird Wings. Medium Flyer. 
3. Holy Sword (Attack and Damage +5)
4. Shield and Golden Armor (Defense and Armor +5) 
5. Teleport (Like Spell 10x/Day)
6. Heal (Like Spell 10x/Day)
7. Blessing (Like Spell 10x/Day)

ANTS, GIANT (INSECT) SL = 4
1. Basic Ant Notes: Each colony has 3 types of Ant: Queen, Drones, Workers. 
2. Basic Ant Notes: Their attacks are either Bite or Sting. (No base Modifiers)
3. All Workers have Burrow +3. They usually range in size from Little to Small. 
4. The Queen is Giant size and lays several eggs per Minute. She is Defenseless. 
5. Drones are Males. They are Slow Flyers. They can transform into new Queens. 
6. There are many types. The variations listed below show up in the Workers.  
7. A single Colony may have several Types of Workers: 
8. Soldier Ants: Bite Damage +1 Toughness +1
9. Fire Ants: Poison Stinger: Weak Lethal 
10. Defender Ants: thick Exoskeleton: Armor +2
11. Wood Ants: Swift +2. Acid Spray (Short Range 1D3 Adj Foes)
12. Black Ants: Tiny. Bite Damage -2
13. Carpenter Ants: Big Cutting Mandibles. Bite Damage +2. Man Size
14. Red Ants: Paralysis Bite. Damage +1
15. Scout Ants: Swift +2 Alertness +4. Bite Damage -1
16. Garden Ants: Garden +5. Herding +5. Tend to Giant Aphids
17. Builder Ants: Burrow +5. Build Mounds, Chambers, and Tunnels
18. Nursery Ants: Tend to Eggs. Bite damage -2. Toughness -1
19. Guard Ants: Alertness +5. Toughness +1
20. Weaver Ants: Glue Attack: Entangle
21. Trap Jaw Ants: Bite Damage +3. Dodge +3
22. Honey Pot Ants: Swift -2. Bite Attack -2. Store Food in their Bellies. 
23. Trapper Ants: Stealth +5. Build Pit Traps. 
24. Suicide Ants: Explode (All in Close Range Damage +1)
25. Blood Sucking Ants: Bite Damage +1. Drain
26. Ants can crawl on Walls and Ceilings. 

AQUATIC (DEMI-HUMANS) SL = 7
1. Specific Good Aquatic Demi-Human Races include: Merfolk, Sea Elves, Tritons
2. Holy Priests, Traders, Warriors, Knights, Scouts, Fishermen, Hunters, 
3. Kelp Farmers, Shamans, Seamancers
4. Tridents, Nets, Spears, Spear-Guns, Daggers, Short Swords, Shields, Armor 
5. Known to ride Giant Seahorses and Manta Rays. 
6. Breathe Water and Air. Prefer Humid Conditions. Swim +7

AQUATIC (HUMANOIDS) SL = 7
1. Evil. Breathe Water and Air. Prefer Humid Conditions. Swim +6
2. Tridents, Nets, Spears, Spear-Guns, Daggers, Man-Catchers, Short Swords, Shields
3. Warriors, Hunters, Scouts, Shamans, Seamancers, Sirens, Evil High Priests
4. Cultists, Chaos Cult Leaders, Pirates
5. Armor +1 (Scales)
6. Evil. Frequently Mutated by Deep Sea Chaos Powers 
7. Sirens can Sing a Lure Song (Like Spell. Long Range. 3x/Day)
8. Specific races include: Sea Devils, Kuo-Toa, Sahuagin, Deep Ones, Scylla
9. Known to ride Giant Eels

AZAER (DEMI-HUMAN) SL = 6
1. Underworld Dwarf Descendants. 
2. Elemental Flames for Hair. Immune to Fire. 
3. Strength +3 Toughness +3 Attack +2 with Melee Weapons
4. Fire Aura (Like Spell. 3x/Day)
5. Mining +5 Black Smith +5 Armorer +5 Weapon Smith +5 Appraisal +5
6. Bronze Skin: Armor +3
7. Live near Volcanic Activity. Lava, Magma
8. Swords, Hammers, Axes, Picks. Piecemeal Plate Armor
9. Exquisite Craftsmen. Laugh long and hard. 
10. Eat Seared Salamander Roast and Drink Boiling Beer

BASILISK (MONSTER) SL = 5
1. Six legged Lizard. Swift +3. Low to the Ground
2. Petrification Gaze.
3. Stealth +3 Tough +1 Scaled: Armor +1

BEAR (ANIMAL) SL = 5-10
1. Basic Bear Abilities: Strength +2 and Toughness +2 and Swift +2
2. Basic Bear Abilities: Claw and Bite Attacks +1 (Attack Bonus)
3. Basic Bear Abilities: Fishing +5
4. Basic Bear Notes: Hibernation and Love of Honey
5. Some Bear Variations:
6. Brown: No Modifications. Also Sun Bear
7. Black: Toughness +3
8. Grizzly: Strength +3 and Toughness +3
7. Kodiak: Strength +3 and Toughness +4 
8. Polar: Strength +4 and Toughness +4 
9. Cave Bear: Strength +5 and Toughness +5
9. Spectral Bear: Any other Bear with Basic Spirit Abilities
10. Werebear: Lycanthropy. Str +6 and Tough +5. Regeneration. Immune to Normal Weapons

BEAST MEN (HUMANOID) SL = 6 
1. Human Bodies. Animal Heads: Cats, Dogs, Jackals, Goats, Horses, Frogs, Wolves, etc. 
2. Enhanced Senses: Alertness +5
3. Warriors, Shamans, Evil Witch Doctors, Raiders, Scouts, Chaos Cult Leaders
4. Strength, Toughness, and Swiftness +2

BEHOLDER (MONSTER) SL = 9
1. Floating Sphere with Maw, Giant central eye and 10 Eye Stalks. Slow Flyer. 
2. Intelligent. Insane. Keeps Slaves. Ancient ones are Mage savants. 
3. Each eye has a Spell Like power it can use 3x per Day. 
4. Eye Powers: Counterspell, Magic Missile, Disintegrate, Freeze, Light, Charm
5. Eye Powers: Cause Fear, Lightning Bolt, Death Bolt, Sleep, Fire Bolt
6. Tough +6. Armor +4. If killed 75% it will turn into a Lich Version. 

BAT, GIANT (BEAST) SL = 8
1. Fast Flyer
2. Echolocation. Can Fly in the Dark
3. Bite (+1 Attack and Damage Bonus)
4. Can be Trained and Ridden by Humanoids 

BEES, GIANT (INSECT) SL = 5 
1. Slow Flyer. 
2. Weak Poison Stinger. Bee will die when he uses it. 
3. Pollinates Giant Flowers. 

BROWNIE (FEY) SL = 2
1. Fairy Size. No Wings. Wear Animal Skins/Pelts. 
2. Good but Mischief Makers. Stealth +5 Alertness +5 Jest +5
3. Often Tasked by Fairies and other Fey Leaders to Guide Heroes.
4. Sometimes carry Magic Powders/Dust with Potion like properties. 
5. Can ride trained Hawks and other Birds/Animals. Ride +2
6. Pickpocket +5 Throw +2 Swift +2 Strength -3 Dodge +5
7. Woodcraft +5 Track +5 Herbalism +5. Speak to Animals.   

BUGBEARS (HUMANOIDS) SL = 9
1. Large Hairy Pugnacious Relatives of Goblins. 
2. Medium Piecemeal Armor, Shields
3. Warriors, Raiders, Scouts, Trappers, Shamans
4. Stealth +5. Ambush is their Favorite Tactic. 
5. Strength +2 and Armor +1. Backstab +4
6. Infravision. Melee Weapons +1 (Attack Bonus)
7. Morning Stars, Clubs, Mauls, Flails, Maces. Crushing Weapons Favored

CENTAUR (FEY) SL = 10
1. Half Man Half Horse. Tribal Herds. Semi-Civilized. Vegans. Usually Good.
2. Carousing +5. Notorious Drunkards. 
3. All Attacks +1 (Attack Bonus)
4. Strength & Swift +8
5. Warriors, Scouts, Shamans, Healers, Brewers, Druids, Rangers, Traders
6. Can Carry 2 Human Size Riders. 
7. Hoof Kick (Attack & Damage +1)
8, Full Armor/Barding Rare. Occasionally Helmets and Shields. 
9. Clubs, Staves, Spears, Bows, Slings, Javelins, Axes

CHIMERA (MONSTER) SL = 9
1. Lion Body and Heads. Bat Wings. Medium Flyer.  
2. Lion Bite and Claws (Attack +2 Damage +2)
3. Goats Head Breathes Fire (1D3 Adj Foes. Short Range. Damage +2) 
4. Tail is a Long Snake with Poison Bite (Attack +3)

CLOCKWORK ROBOT, GIANT (CONSTRUCT) SL = 13
1. Metal Shell (Armor +7)
2. Arm Ballista (Attack +3 and Damage +5. Attached to Chain. Grab) 
3. Arm Claw (Attack +3 and Damage +4. Grab)
4. Stomp (Attack +2 and Damage +6)

CRAB, GIANT (AQUATIC BEAST) SL = 10-12
1. Shell (Armor +6) and Swift +3 (Move Sideways)
2. Claw Attack (Attack +2 and Damage +5 Grab) (One Big Claw)
3. Those hit with Claw Attack will automatically be caught. 
4. Caught Prey is Hit Automatically on later turns. Just Roll on the Damage Table. 
5. Caught Prey can make a Strength Test to attempt to free themselves. 

CRAB MEN (HUMANOIDS) SL = 7
1. Shell Armor +3
2. Pincers (Attack +3 Damage +2). Can also be used for Grappling and Grabbing. 
3. Water Breathing. Infravision. 
4. Favorite Captives are Attractive Human Females. 

DEEP GNOMES (DEMI-HUMANS) SL = 5
1. Friendly Relatives of Gnomes. Rarely Player Characters. 
2. They make their Homes in the Depths of the Underworld. Infravision. 
3. Warriors, Soldiers, Scouts, Miners, Guides, Mushroom Gatherers, Healers
4. Tinkerers, Smiths, Stone Workers, Gem Cutters, Geomancers, Lookouts
5. Armor, Shields, Hammers, Picks, Crossbows, Spears, Nets
6. Alertness +5, Crossbow +1, Mycology +4

DOPPLEGANGER (HUMANOID) SL = 7
1. Shapeshift to look like any person. 
2. Disguise +7
3. Toughness +3
4. Claw Attack (Attack and Damage +3)
5. Multiple Languages

DERRO (HUMANOIDS) SL = 7
1. Tall Insane Dwarves. 
2. Love Magic like other Dwarves love Gold. 
3. One out of 7 are Mages: Geomancers, Wizards, Pyromancers, Rune Masters

DIRE WOLF (BEAST) SL = 9
1. Fast +8 (Move Rate)
2. Thick Hide: Armor +1
3. Bite (+3 Damage Bonus. +2 Attack Bonus)
4. Claws +2 (Damage and Attack Bonus. Save or be Knocked Down or Pinned) 
5. Often ridden by Evil Humanoids. 

DRACONIANS (HUMANOIDS) SL = 7-9
1. Evil Race. Magically Created from Corrupted Metal Dragon Eggs. 
2. Dragon Wings. Slow Gliding Flyers. Attack +2 with Weapons (Swords, Spears) 
3. Explode when killed: Attack +4 Dam +3 to all in Short Range. 
4. Claw, Bite, and Tail (Attack and Damage +1) Scaly Hide: Armor +1
5. Some will wear extra Heavy Armor and use Shields

DRAGON SL = Varies
1. Dragons can make 1D3 Attacks per turn. Attacks will be modified by Size and Species. 
2. Notation: ASA = Armor, Strength, and Attack. 
3. Notation: AFA = Adj Foes Affected by Breath Weapon, Wing Buffet and Tail Swipe Attacks.  
4. More Notation: BWR = Breath Weapon Range (And Wing Buffet Attack)
5. Basic Dragon Sizes: Tiny: ASA +1 (Hatchling) BWR = Short. AFA = 1
6. Basic Dragon Sizes: Small: ASA +2 (Whelp) BWR = Short. AFA = 1D2
7. Basic Dragon Sizes: Medium: ASA +3 (Young) BWR = Med. AFA = 1D3
8. Basic Dragon Sizes: Large: ASA +4 (Mature) BWR = Med. AFA = 1D4
9. Basic Dragon Sizes: Huge: ASA +5 (Adult) BWR = Med. AFA = 1D6
10. Basic Dragon Sizes: Major: ASA +6 (Elder) BWR = Long. AFA = 1D8
11. Basic Dragon Sizes: Great: ASA +7 (Ancient) BWR = Long. AFA = 1D10
12. Basic Dragon Sizes: Massive: ASA +8 (Epic) BWR = Long. AFA = 2D6
13. Basic Dragon Sizes: Vast: ASA +9 (Legendary) BWR = Long. AFA = 3D6
14. Basic Dragon Abilities: Bat Wings. Medium Flyers. 
15. Basic Dragon Notes: Spend Most of their time sleeping guarding Eggs and Treasure. 
16. Basic Dragon Attack: Breath Weapons (Requires 3 Turns to Recharge. Damage +1) 
17. Basic Dragon Attack: Wing Buffet (Knock Down or Knock Back Foes. Damage -3)
18. Basic Dragon Attack: Tail Swipe (Knock Down Foes)
19. Basic Dragon Attack: Claws (Can Grab Prey which Gives Bite an Attack Bonus +3)
20. Basic Dragon Attack: Bite (Damage +2) 
21. There are many different types of Dragons. Some Examples listed below:
22. White Dragon. Ice Breath Weapon. Resistant to Cold. Cold Climes preferred. 
23. Green Dragon. Poison Cloud Breath (No Damage). Immune to Poison. Forests. 
24. Black Dragon. Acid Breath. Resistant to Acid. Swamps, Fens, Bogs. 
25. Blue Dragon. Lightning Breath. Resistant to Lightning. Mountain Peaks.
26. Red Dragon. Fire Breath. Resistant to Fire. Volcanoes.
27. Wyverns. Medium Size. No Breath Weapon. Tail has Poisonous Stinger. 
28. Drake. Medium Size. Fast Flyers. Armor -1. 
29. Land Dragon. Multiple Legs. Swift +5. No Wings. Armor +1 
30. Wyrms. No Claws or Wings. Swift +4. Armor +2. 
31. Sea Serpent. No Claws or Wings. Aquatic. Swift +6. No Breath Weapon. 
32. Faerie Dragon. Tiny. Invisibility, Sleep, Teleport (Like Spells. 5x/Day) 
33. Jabberwocky. Huge. Large Claws +3 (Attack Bonus) Slow Flyer. 
34. Luck Dragon. Good. Steed. Allies get Luck Ability. No Breath Weapon
35. Shadow Dragon. Death Breath. Darkness (Like Spell. 5x/Day). Dodge +2
36. Wind Dragon. Gust of Wind Breath (Like Spell). Fast Flyer
37. Dragon Engines. Animated. Clockwork. Steam Breath. Armor +3
38. Note: Wing Buffet and Tail Swipe of Tiny & Small Dragons are generally ineffective. 

DROW (DEMI-HUMAN) SL = 6
1. Weak (-1 Strength and Toughness Penalties) Black Skinned. 
2. Evil Elves. Worship Spider Gods. 
3. They can reach High Levels, especially Priests and Mages. 
4. Warriors have Bow & Blade +2 (Attack Bonus) & Dual Wield
5. Scouts have Stealth +5, Dodge +2, Bow & Blade +1 (Attack Bonus)
6. Low Level Casters will know several Spells. Infravision 

DRIDERS (MONSTER) SL = 8
1. Drow who have their legs replaced with Spider Bodies. 
2. Usually Warriors. 
3. Webs (Like Spell 3x/Day)
4. Can walk on walls and ceiling. 

DRYAD (FEY) SL = 6
1. Tree Folk. Woody Skin. Protectors of Trees. 
2. Strength +1 and Armor +1 and Swift +2
3. Tree Walk (Like Druid spell. Unlimited)
4. Alertness and Stealth +5 and Dodge +1
5. Vines (Like Druid Spell. 3x/Day) 

DUERGAR (HUMANOIDS) SL = 6
1. Evil Dwarves. Humorless. Greedy
2. Light or Medium Armor. Spears, Hooks, Odd Weapons

EARTH ELEMENTAL (ELEMENTAL) SL = Varies
1. Stone Fists (+2 Attack Bonus. +5 Damage Bonus) 
2. Spitting Earth (As Spell. 3x/Day) 
3. Made of Stone (Armor +5) 
4. Weaknesses: Tunnel Spell.

ELEPHANTS (ANIMAL) SL = 11-13
1. Basic Elephant Notes: Large Herbivore Mammals with Trunks and Tusks 
2. Basic Elephant Notes: Trained to carry passengers and as Beasts of Burden. 
3. Basic Elephant Notes: Travel in Matriarch Herds or as Lone Males
4. Basic Elephant Ability: Swiftness +2, Memory +5, Armor +1
5. Basic Elephant Ability: Stomp, Tusk, or Trunk Attack (Attack +1 and Dam +3) 
5. Various Types: 
7. Jungle Elephant: Toughness +3
8. Savannah Elephant: Toughness +4
9. Bull Elephant: Toughness +5 Damage +4
10. War Elephant: Toughness +5 Damage +5
11. Mammoth: Toughness +6 Damage +4 Resistant to Cold +4
12. Mastodon: Toughness +6 Damage +5 Resistant to Cold +4

FAWN (FEY) SL = 4-5
1. Halfling or Runt size version of a Satyr. 
2. Musician +5 (Pan Flute)
3. Kick and Head Butt (Brawl +1) 

FIRE ELEMENTAL (ELEMENTAL) SL = Varies
1. Immune to Normal Weapons. 
2. Weaknesses: Cold, Water, Wind, Lack of Oxygen.
3. Fire Aura Attack (+3 Attack and Damage Bonus vs All in HTH Range) 
4. Toughness +3 
5. Fire Bolts (Same as Pyromancer Spell. 7x/Day)

FROG MEN (HUMANOIDS)
1. Variations on Humanoid Frogmen. 
2. Common Abilities - Standing Jump = 2 Spaces. 
3. Common Abilities - Running Jump +5 Spaces. 
4. Common Abilities - Sticky Tongue (Entangle)
5. Common Abilities - SL = 6
6. Variants: 
7. Tree Frog - SL = 4. Poison Touch. Sticky Feet: Walls and Ceilings. 
8. Froglodyte - Likes Clubs and Stone Spears. Strength +1 
9. Marsh Wiggle - Toughness +2. 
10. Poison Tongue. Does not Stick. 
11. Swallow - SL = 8. Target must be SL = 4 or less. 
12. Frogger - Jump up to twice per turn. Forwards or Back.
13. Bullywug - SL = 5. Dodge +2. Javelins, Daggers. Swim +2

FUNGISAUR (FUNGI) SL = 13
1. Shape reminiscent of a carnivorous Dinosaur. 
2. Huge Size. Swift +4
3. Bite (Attack and Damage +3

GARGOYLE (ANIMATED) SL = 5-8
1. Hard, Carved Material (Armor +4)
2. Claws, Bite, Horns  (Attack and Damage +3)
3. Wings: Medium Flyer
4. Stealth +4 (Stay Perfectly Still) 
5. Alertness +4 Dodge +2
6. Gargoyle Variants: 
7. Stone: Alertness +5
8. Alabaster: Fast Flyer
9. Marble: Damage +4
10. Quartz: Attack +4
11. Granite: Armor +5
12. Onyx: Stealth +5

GENIE (HUMANOID) SL = Varies
1. Flying Fast
2. Wish Magic (Copy any other Spell. 3x/Day) 
3. Scimitar (+5 Attack Bonus) 
4. Jest and most other communication Skills +5
5. Also Jinn, Jann. Ancient Enemy of Sphinxes. 
6. Elemental Types: 
7. Dao: Earth Magic (5). Strength & Toughness & Dodge +2 SL = 7
8. Djinn: Air Magic (7). Strength & Toughness & Dodge +3 SL = 8
9. Marid: Water Magic (9). Strength & Toughness & Dodge +4 SL = 9
10. Efreeti: Fire Magic (11). Strength & Toughness & Dodge +5 SL = 10

GHOUL (UNDEAD) SL = 7
1. Bestial corpse eaters. 
2. Claw and Bite Attacks (Attack and Damage +3)
3. Toughness +4

GIBBERING MOUTHER (ABOMINATION) SL = 13
1. 20 Feet Tall Green Chaotic Mass of Mouths and Eyes. Guardian. 
2. 1D3 HTH Bite Attacks (Attack and Damage +1) Armor +2
3. Cause Madness (All in Medium Range. Save at +4 every turn or go Mad for 2D20 Days) 

GIANTS SL = Varies
1. Basic Giant Ability: Strength and Swift +4. Thick Hide: Armor +2
2. Basic Giant Ability: Stomp Attack (Attack +1 and Damage +1)
3. Basic Giant Ability: HTH Attack +3 (Attack Bonus) Can use 2-H Human Weapons 1-H. 
4. Basic Giant Ability: Throw Attack (Spear, Boulder. Long Range) Also Catch Large Missile. 
5. Basic Giant Penalty: Slow to React. Easily Tricked. Dull Witted. 
6. Basic Giant Notation: S&S = Strength and Swift. AB = Attack Bonus.  
7. There are many different types of Giants. Some Examples listed below:
8. Ogre: No Stomp. Sometimes use Shields (Defense +2) and Armor (Armor +2)
9. Cave Troll: No Stomp. Regeneration. Often just use Claws and Bite. 
10. Hill Giant: S&S +5. Tribe includes a Shaman. Sometimes Ride Mastodons. 
11. Stone Giant: S&S +6. Throw Attack AB +2. Stone Carving +5. Shamans. Geomancers. 
12. Fire Giant: S&S +7. Archery AB +2. Resistance to Fire. Pyromancers.  Armor +2
13. Frost Giant: S&S +7. Resistance to Cold. Ice Mages. Shields (Defense +2) and Armor +2
14. Cloud Giant: S&S +8. Live in Cloud Castles filled with Opulent Treasure and Slaves. 
15. Storm Giant. S&S +9. Hermits. Storm Mages. Lightning Bolts (Like Spell 5x/Day)
16. Ettin: S&S +5. Two Headed. Constant Bickering Between Heads. Cooking +4
17. Earth Giant: S&S +8. Bodies made of Rock (Armor +3). Geomancers
18. Sea Giant: S&S +9. Seamancers. Tridents. Sea Monsters as Pets. Treasure Below. 
19. Fomorian: No Stomp. Very Ugly. Black Magic: Curses, Weakness, Fear (Like Spells. 1x/Day)
20. Firbolg: No Stomp. Good Giants. Friendly Villages. Druids. Warriors. Bear Companions.
21. Spriggan: S&S +6. Fey Spirit Giants. Have Basic Spirit Abilities. Green Colored. 
22. Desert Giant: S&S +6. Jackal Heads. Giant Magic Staves. Desert Mages. Guardians. 
23. Cyclops: S&S +7. Poor Depth Perception (Attack Penalty -3 to all Attacks) Berserk. 
24. Titan: S&S +10. Foes of the Gods. Will know 2D6 Elemental Type Spells. 
25. Mist Giant: S&S +5. Stealth +5. Summon Mists (Foes Ranged Attack Penalty -4)
26. Skeletal Giant: S&S +6. Can reattach lost Limbs, Skull. Cause Fear (Like Spell 3x/Day)
27. Zombie Giant: S&S +8. Regeneration. Grafted on Weapons and Armor. 
28. Yeti: No Stomp. Resistant to Cold. Hermit. Pit Traps. Will cause Avalanches. Good Aligned. 

GOBLINS (HUMANOID) SL = 5
1. Weak (-1 Strength and Toughness Penalties) Green Skinned. 
2. Erratic Behavior. Mob Mentality. Fight in Groups. 
3. Stealth and Alertness +3
4. Soldiers, Warriors, Shamans, Thieves, Scouts, Alchemists, Tinkerers, Elemental Mages
5. Archery and Daggers +1 (Attack Bonus)
6. Dodge +1 Tactics +1

GOLEM (ANIMATED) SL = Varies
1. Basic Golem Ability: Punch +2 (Attack Bonus)
2. Basic Golem Ability: Strength & Armor +2. 
3. Basic Golem Notes: Usually Man-Shaped, but slightly larger.  
4. Basic Golem Notes: Combo of Mage and Priestly Magics. 
5. Basic Golem Notes: Creator can only keep 2 in existence at a time. 
6. Basic Golem Ability: Immune to Poison, Disease, Mind Affecting Magic. 
7. A Variety of Golems exist. Some examples include: 
8. Clay: Regenerate. Glamour (like Spell. 4x/Day) 2 Punches per Round. SL = 7
9. Iron: Armor +9 Strength +7. Toughness +6. Large. SL = 10
10. Stone: Strength +4 Armor +5. Throw Rocks +1 (Medium Range) SL = 9
11. Brick: Strength +3 Armor +1. Dust Cloud (Blind Opponent. Short Range) SL = 8
12. Obsidian: Strength & Armor +6. Resistant to Fire. SL = 9
13. Wood: Stealth +5 in Woods. Susceptible to Fire. SL = 8
14. Flesh: Strength and Armor +3. Berserk. Afraid of Fire. SL = 8
15. Crystal: Strength and Armor +4. Magic Missiles (like Spell. 3x/Day) SL = 8
16. Mud: Strength +1. Susceptible to Water Attacks. SL = 7
17. Gear: Strength and Armor +5. Alertness +3. Dodge +2 SL = 7
18. Bone: Strength +4. Regeneration. SL = 8
19. Rubble: Reforms. Must be killed Twice SL = 8
20. Golden: Worth 20,000 GP. Strength and Armor +3 SL = 9

GNOLLS (HUMANOIDS) SL = 8
1. Tall Fierce Hyena Headed Tribal Furballs. 
2. Strength +1. Swift +2. Dodge +1
3. Warriors, Hunters, Scouts, Berserkers, Barbarians, Shamans
4. All Attacks +1 (Attack Bonus)
5. Claws and Fangs (No Penalty to Unarmed)
6. Stealth +5, Alertness +5, Cold Climate Survival +5
7. Resistant to Cold (Saves +4) 
8. Many Tribes are Chaos Tainted: Chaos Warriors and Cult Leaders
9. Long Bows, Piecemeal and Hide Armor, Spears, Looted Armor and Weapons. 
10. Often Live with (Tamed) Wolf Packs. 

GORGON (MONSTER) SL = 11
1. Stone Bull. Armor +5
2. Breath Attack (Close Range: Petrification)
3. Swift +6
4. Gore with Horns and Trample (Attack and Damage +3)

GREEN KNIGHT (FEY) SL = 7
1. Fey Magic (4) Illusion Magic (4) 
2. Shield +1, Heavy Armor, Strength +2, Toughness +2, Melee Weapons, 
3. Sword +2, Lance +2, Woodcraft +5, Ride +2, Intimidation +5
4. Heavy Armor, Large Shield, Dagger, Sword, Cloak, War Horse, Lance
5. Immortal. Can survive having their head chopped off
6. They want to play a Game. Must Beat them at their own game. 
7. They will place a Geas on opponent. 

GRIFFON (MONSTER) SL = 10
1. Lion Body. Eagle Head and Wings. Fast Flyer 
2. Beak and Talons (Attack +4 and Damage +3)
3. Toughness and Dodge +3
4. Often trained as Guard or Steed for Humans and Demi-humans. 

HARPY (HUMANOID) SL = 8
1. Half Woman. Half Bird. Evil
2. Claws, Talons, and Beak (Attack and Damage +3)
3. Wings. Fly Medium Speed. 
4. Stench (Out to Medium Range. Harpies Immune)
5. Screech Attack (All in Medium Range. Damage -1. Harpies Immune)

HAWKMAN (DEMI-HUMANS) SL = 7
1. Basically Humans with Hawk Wings. Can be used as Player Characters. 
2. Fast Flyers. Can carry 1 Person a short Distance. Good Aligned
3. Strength and Toughness -1
4. Cannot use Full Armor. Breastplate or Bare Chested. 
5. Scouts, Warriors, Clerics, Healers, Hunters, Sun Priests
6. Swords, Spears, Javelins, Darts, Lassos, Nets, Crossbows, Maces, Clubs

HELL HOUND (DEMON) SL = 6
1. Immune to Fire Attacks
2. Swift +9
3. Bite and Claws (Attack and Damage +3)
4. Tracking +5

HOBGOBLINS (HUMANOIDS) SL = 7
1. Man Sized Relations of Goblins. Serious & Militant
2. Shield +1 and Heavy Armor
3. Melee Weapons & Archery +1
4. Riding +2, Soldiering +5, Artillery +5, Sapping +5
5. Soldiers, Raiders, Task Masters, Heavy Cavalry, Horse Archers, Engineers
6. Commanders have Tactics +1, Leadership +5, and Strategy +5
7. Armor, Shields, Polearms, Long Bows, Lances, Swords, Axes, Morning Stars
8. Will use Slaves as Frontline, Expendable Troops. 
9. Follow a Strict Warrior Code

HORNED DEVIL (DEMON) SL = 12
1. Fly Medium Speed
2. Toughness, Strategy, and Leadership +5
3. Armor +4 and Dodge +2
4. Pitchfork +4 (Damage and Attack Bonus)
5. Claws +3 (Damage and Attack Bonus) 
6. Firebolt Attack (Same as Spell. 4x/Day) 
7. Major Demon. Commands Minor and Lesser Demons. 
8. Summon Minor and Lesser Demons once per day. 

HORRIBLE HORDE (CONSTRUCTS) SL = 4
1. Scores of unfinished Animated Prototypes. 
2. Created and shelved by an Artificer or Inventor.
3. Activated as a group in error or as a last line of Defense. 
4. Individual Units are average Runt Size. Armor +1. 
5. Unique but ineffective Attacks (Attack and Damage -1)  

HUMANS (MEN) SL = 7
1. Non-Heroic Follower Types. Untrained or Poorly Trained. Civilians. 
2. Guards, Thugs, Cultists, Levied Troops, Militia, Angry Mob, Disciples, 
3. Heretics, Rebels, Bandits, Peasants, Rabble, Pilgrims, Adepts
4. Single Weapon +1 (Attack Bonus. Spear, Sword, Dagger, Archery, Pitchfork)
5. 1D4 Skills at +1D3 Such as Farming, Riding, Alertness, Intimidation, etc.
6. Some Human Variants: 
7. Sub-Men: Underground Dwellers. Albino. Infravision. 
8. Arctic Tribes: Cold Resistance +4
9. Cave Men: Strength +1. Very Primitive
10. Pygmies: Size = 5

HYDRA (MONSTER) SL = 12-15
1. Starts with 2D4 Heads (On Long Necks)
2. Each Head can Breathe Fire (Short Range. 1D3 Adj Foes. 1x/Day. Attack and Damage +3)
3. Bite (Attack and Damage +2. At most 2 Heads can attack one Man-size Target per Round)
4. If a Head is cut off or killed, 2 grow back in its place. 
5. Reptilian Body has Armor +4

ICE ELEMENTAL (ELEMENTAL) SL = Varies
1. Icy Fists (+2 Attack Bonus. +4 Damage Bonus) 
2. Weaknesses: Fire, Heat
3. Cold Aura Attack (+1 Attack and Damage Bonus vs All in HTH Range) 
4. Armor +4 

IMPS (DEMON) SL = 3
1. Minor Demon
2. Taunt +5
3. Medium Flyers
4. Claw & Bite +1 (Attack Bonus)
5. Throw Stones +1 (Attack Bonus. Medium Range) 
6. Pests. Swarm Tactics. 
7. Dodge +3

KOBOLDS (HUMANOIDS) SL = 4
1. Very Weak (-2 Strength and Toughness Penalties) Dog Men. 
2. Favor Traps. Ambushers. Mob Mentality. Fight in Groups. 
3. Stealth and Alertness +4
4. Soldiers, Warriors, Shamans, Thieves, Scouts, Commandos, Trappers
5. Archery and Daggers +1 (Attack Bonus)
6. Dodge +2
7. Some Have Wings. Medium Speed. Drop Rocks.  

LICH (UNDEAD WIZARD) SL = 7
1. Same Spells as Necromancer and Wizard plus More. 
2. Regeneration 
3. Claws +2 (Attack and Damage Bonus)
4. Toughness +10 Armor +2 Dodge +2 
5. Reform from Dust: Lich must be killed a total of 3 times to Defeat. 

LIVING STATUE (ANIMATED) SL = 7-10+
1. Made of Stone (+5 Armor)
2. Main Attack per Form (+3 Attack and Damage Bonus) 
3. Stealth +5 (Surprise) 
4. Varied Forms: Men, Monsters, Beasts, Angels, Demons, Winged Beasts, etc. 

LIZARD, GIANT (BEAST) SL = 11
1. Giant Size. Armor +2. 
2. Bite (Attack +2 Damage +3) Self Defense. Herbivore. 
3. Can be trained as Beasts of Burden
4. Lumbering Gate. Swift +2

LIZARD MEN (HUMANOIDS) SL = 8
1. Large, Reptilian, Tribal, Swamp Dwellers. Some Groups have Metal Working. 
2. Strength +1. Scaly Hide: Armor +2
3. Melee Weapons and Brawl +1 (Attack Bonus) 
4. Light Piecemeal Armor. Shields
5. Warriors, Shamans, Scouts, Raiders, Hunters, Fishermen
6. Spears, Stone Axes, Clubs, Javelins, Nets. 
7. If Available, Dinosaurs and Giant Reptiles will be Tamed and Ridden. 
8. Some Tribes are Peaceful. Farmers and Traders. 

LOPER (ANIMAL) SL = 9
1. Two Legged Herbivore Version of a Raptor. 
2. Can be Ridden. Loping Gate. Swift +5
3. Desert Native. Ostrich Size. 

LURKER (MONSTER) SL = 10
1. Drops from Ceiling. Wraps around 1D3 Adj Foes. Save or be Immobilized.  
2. Stealth +5 Armor +3 Toughness +4 Infravision
3. Crushing Attack (Attack and Damage +4) 




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