MONSTER REFERENCE TABLE by HD
MONSTER HD DMG×AT AC MV AL TT SPECIAL CHARACTERISTICS HABITS d12
Giant Centipede ¼ 0 9 150 nil nil Bite: Save vs Poison at +4; 1’ long Aggressive, rushes 1-1
Giant Rat ½ 1-3 7 120 nil C Bite: 5%/disease; Swim ½×MV; Fears fire Rubbish, scavengers 1-2
Kobold ½ 1-4 7 120 LE J Saves at +3; Leaders equal to gnolls Ambush, traps 1-3
Skeleton ½ 1-6 8 60 N nil Immune Charm/Sleep; Silent MV Undead, guards 1-4
Goblin 1-1 1-6 6 60 LE L Attacks at -1 in sun; Leaders equal to hobgoblins Attack dwarves 1-5
Bandit 1 1-6 6 120 N/E A >30=Leader F4 AC4 20% magic armor/shield/sword Take prisoners 1-6
Dwarf 1 1-8 4 60 N/LG G >40=Leader F2-7 with magic arms/armor Sturdy fighters 1-7
Gnome 1 1-6 5 60 CG/N C Favor crossbows Hill burrows 1-8
Nixie 1 1-4 7 60 N B Swim 2×MV; 1 Charm Person/10 nixies; 10d10 fierce fish Water sprites 1-9
Orc 1 1-6 7 90 CE D Attacks at -1 in sun Tribal, hostile 1-10
Pixie 1 1-4 3 90 N/CG R+S Invisible attack = auto. surprise; Fly 2×MV for 3 trn Elf-friends, invisible 1-11
Stirge 1 1-3 7 180 N Q Attacks at +2; Hit: -d4 HP/rnd Flying bloodsucker 1-12
Berserker 1+1 1-8 7 120 N J Attack humanoids at +2; Never surrender or retreat No prisoners 2-1
Elf 1+1 1-10 5 120 CG/N E >50=Leader F/MU 2-4/2-8 Magical fighters 2-2
Hobgoblin 1+1 1-8 6 90 LE D Saves vs Fear at +1; Leaders equal to ogres Strong morale 2-3
Large Spider 1+1 1 8 60 nil J-N Bite: Save vs Poison at +2 Large webs 2-4
Fire Beetle 1+2 2-8 4 120 nil nil Two glands shed light 10’ radius/1-6 days Nocturnal, unintell. 2-5
Giant Ant 2 1-6 3 180 nil Q×3 10% near nest w/5-50; treasure in egg chamber + type S Nest builders 2-6
Ghoul 2 1-3×3 6 90 CE B Touch: Save vs Paralyzation/Elves immune Bestial scavengers 2-7
Gnoll 2 2-8 5 90 CE D Leaders are 3 HD/16 HP Dislike work 2-8
Green Slime 2 0 nil 0 nil nil Can always be hit but only hurt by fire/cold Immobile, drops 2-9
Troglodyte 2 1-4×3 5 120 CE A Surprise 1-4; Save vs Poison or –d6 STR/1 per rnd Loathe humans 2-10
Yellow Mold 2* 0 nil 0 nil nil 2 HD/10’ sq; If hit: 50% chance of spores/Save vs Poison Immobile, asphyxiates 2-11
Zombie 2 1-8×½ 8 120 N nil 1 attack per 2 rnd; Immune Charm/Sleep; Silent MV Undead, guards 2-12
Lizard Man 2+1 1-8 5 60 N D Swim 2×MV; Fight with spears/clubs Aquatic, tribal 3-1
Huge Spider 2+2 1-6 6 180 nil J-N,Q Bite: Save vs Poison at +1; Surprise 1-5 in 6; Leap 30’ Trap-door hunters 3-2
Pegasus 2+2 1-8×2 6 240 LG nil Fly 2×MV; Will serve only LG Wild, shy 3-3
Shadow 2+2 1-4 7 90 LE F Hit: -1 STR; Magic to hit; Immune Charm/Sleep Intelligent, immaterial 3-4
Horse 2-3 1-6×2,1-4 7 240 nil nil Lt:2HD Med:2+1/180 Hv:3/120 Dft/Mule:2+1/120 Pack animals 3-5
Giant Tick 3 1-4 4 30 nil nil Bite: -4 HP/rnd + disease fatal in 2-8d Ambulatory, drops 3-6
Gray Ooze 3 2-16 8 10 nil nil Immune heat/cold; Hurt by weapons/lightning Stone-like, seeps 3-7
Harpy 3 1-4×3 7 60 CE C Fly 2.5×MV; Save vs Spells or charmed Sings, lures 3-8
Shrieker 3 nil 7 10 nil nil Shriek 1-3 rnd/light 30’/motion 10’/50% of monster Mindless, ambulatory 3-9
Wererat 3 1-6 7 120 N/LE C Silver/magic to hit; Summon 10-100 G. Rats; See Werewolf Ratman, sly 3-10
Wight 3 0 5 90 LE B Hit: Drain 1 level; Silver/magic to hit Undead, barrows 3-11
Hydra varies 1-6 5 120 N B 1 HD/6 HP/1 AT per head (3 HD=18 HP/3 AT) Unyielding beast 3-12
Bugbear 3+1 2-8 5 90 CE B Surprise on 1-3 due to stealth Large, stealthy 4-1
Carrion Crawler 3+1 0×8 7 120 N nil Tentacle: Save vs Paralyzation Wall crawlers 4-2
Hippogriff 3+1 1-6×2,1-10 5 180 N nil Fly 2×MV; Always attack pegasi Fierce steeds 4-3
Blink Dog 4 1-6 5 120 LG C Blink 1-4’/rnd and attack Intelligent, packs 4-4
Doppelganger 4 1-12 5 90 CE/N E Mimic humanoids; Immune Sleep/Charm; Improved saves Mutable, deceitful 4-5
Gargoyle 4 1-4×4 5 60 LE C Fly 2.5×MV; Magic to hit Ferocious, cunning 4-6
Gelatinous Cube 4 2-8 8 60 nil * Hit: Save vs Paralyzation; Immune to cold/lightning/spells Roving cleaner 4-7
Medusa 4 1-6 8 90 LE F Gaze: save vs T. to Stone; Hit: Save vs Poison (snakes) Beguiles victims 4-8
Werewolf 4 2-8 5 150 N/LE C Silver/magic to hit; Wolfsbane repels; Bite: Lycanthropy Pack hunter 4-9
Wraith 4 1-6 3 120 LE E Hit: Drain 1 level; Magic to hit/Silver ½ dmg; Fly 2×MV Undead, immaterial 4-10
Unicorn 4 1-8 2 240 LG nil Dimension Door 360 feet 1/day; Save vs Magic at 8 Fierce, elusive 4-11
Ogre 4+1 1-10 6 90 CE C In lair: C+1000 GP; Out: Sack with 100-600 GP Fearsome, disgusting 4-12
Wereboar 4+1 2-12 4 120 N/CG C Silver/magic to hit; See also Werewolf Solitary, ill-temper 5-1
Giant Spider 4+4 2-8 4 30 CE C Bite: Save vs Poison at +1; Web: same as spell Dim intelligence 5-2
Hell Hound 3-7 1-6 4 120 LE C Breath: HD×d6 fire/5’ range/requires attack roll Detect invisible 5-3
Cockatrice 5 1-6 6 90 N D Touch: save vs T. to Stone; Fly 2×MV Small, unintelligent 5-4
Ochre Jelly 5 2-12 8 30 nil nil Fire/cold to hit; Weapons make smaller jellies Amoeba, seeps 5-5
Owl Bear 5 1-8×3 5 120 N C Attacks are beak/claw/bear-hug Ugly disposition 5-6
Rust Monster 5 0 2 120 N nil Hit: rusts metal inc. magic Inoffensive looking 5-7
Weretiger 5 3-18 3 120 N/CE C Silver/magic to hit; See also Werewolf Tiger-like, packs 5-8
Mummy 5+1 1-12 5 60 LE D Fear: Save vs Spells; Hit: Rots; Magic/fire to hit=½ dmg Undead, frightful 5-9
White Dragon 5-7 1-6×2,4-24 2 90 N/CE H 5-7 HP/1-8 age; breath 80×60ft cone of cold 3×day Ice caves 5-10
Displacer Beast 6 2-8×2 4 150 N(E) D All saves at +2; -2 to be hit due to displacing Hateful packs 5-11
Minotaur 6 1-6×3 6 120 LE C Always attacks Maze, pursues 5-12
Spectre 6 1-8 2 150 LE E Touch: Drains 2 LVLs; Magic to hit; Fly 2×MV Undead, Nazgul-like 6-1
Werebear 6 3-24 2 90 N/CG C Silver/magic to hit; See also Werewolf Solitary, helpful 6-2
Basilisk 6+1 1-10 4 60 N F Gaze/Touch: Save vs T. to Stone Slow, reptilian 6-3
Manticore 6+1 1-6×3 4 120 LE D Fly 1.5×MV; Tail: 24 spikes; Fires 6/rnd; Range 180’ Huge man-eater 6-4
Troll 6+3 1-6×3 6 120 CE D Regenerates 3 HP/turn except fire/acid Loathsome, rubbery 6-5
Black Dragon 6-8 1-6×2,4-24 2 90 CE/N H 6-8 HP/d8 age; Breath 60×5ft line of acid/3×day Swamp caves 6-6
Brass Dragon 6-8 1-6×2,4-24 2 90 N/CG H 6-8 HP/d8 age; 70×20ft sleep or 80×60 fear/3×day Selfish, talkative 6-7
Griffon 7 1-4×2,2-16 5 120 N E Fly 2.5×MV, Steeds but will attack horse in 360’ Fierce, swift 6-8
Djinni 7+1 2-16 5 90 N nil Fly 240 ft/tn; Carry 6000 GP; 2d6 whirlwind; Illusions Free-willed elemental 6-9
Vampire 7-9 1-10 2 120 LE F Hit: Drains 2 LVLs; Magic to hit; Regenerate as troll Nocturnal, charms 6-10
Hill Giant 8 2-16 4 120 N/CE E* 12’; 1 rock/5 rnd for 2-12/200’ range/20’ impact area Hill caves 6-11
Chimera 9 1-3×2* 4 120 CE F +2-8×2 (goat/lion)/3-12 (dragon) or 3-24 fire 3×day Three minds 6-12
Stone Giant 9 3-18 4 120 N E* 14’; Rocks have 240’ range/ 30’ area Mountain caves 7-1
Black Pudding 10 3-24 6 60 nil nil Fire hurts; Attacks split; dissolves wood/metal not stone Always hungry 7-2
Frost Giant 10+1 4-24 4 120 N/CE E* 16’; Impervious to cold [*all giants E+5000 GP] Ice castles 7-3
Red Dragon 9-11 1-6×2,4-24 2 90 CE H 9-11 HP/1-8 age; breath 90×30ft cone of fire 3×day Greedy, mountains 7-4
Fire Giant 11+3 5-30 4 120 N/LE E* 12’; Impervious to fire Fire castles 7-5
Cloud Giant 12+2 6-63 4 120 N E* 18’; Keen sense of smell Cloud castles 7-6
Purple Worm 15 2-12×2 6 60 N D Tail: Save vs Poison; Mouth: Swallowed if hit by over 2 Always attack 7-7
Storm Giant 15 7-42 4 120 N/CG E* 24’; Weather Control=Cause Storm Mountain castles 7-8
by ZA
USING THE MONSTER REFERENCE TABLE
1. Print the table for reference during the game, possibly as part of a custom DM screen.
2. Use the last column to randomly select monsters for wandering monsters or for dungeon
stocking. The monsters are ordered by Hit Dice, with roughly 12 monsters per level. For a
completely random selection, roll a d8 (re-roll 8s) and a d12. For low-level monsters, roll a d3 (or
d4) and a d12. For # appearing, the total HD of monsters should roughly equal the total levels of
the party.
3. Generate new monsters by rolling independently in each column. Use the results for inspiration;
change or re-roll anything that doesn’t fit the others.
Example
Column: Roll = Result
Type: 5-7 = Mummy/Undead
HD: 6-11 = 9
DMG × AT: 3-1 = 1-6 × 1 [I doubled the damage below]
AC: 5-6 = 3
MV: 2-11 = 120
AL: 4-4 = LE
TT: 1-11 = Q [I added B below]
Characteristics: (roll twice; pick one from each. Re-roll if it doesn’t make sense):
3-8 = Shrieking
6-1 = Silver/magic to hit
Habits (roll twice, take 1st listed and then 2nd listed, if applicable):
6-7 = fierce; 1-1 = rushes
Caterwauling Corpse-worm
Move: 120 feet/turn
Hit Dice: 9
Armor Class: 3
Treasure Type: Q, B
Alignment: lawful evil
Attacks: 1 bite
Damage: 2-12
The undead corpse of a purple worm animated by evil spirits of the deep. The lower hit
dice than a living worm reflects desiccation and decay. When a corpse-worm spots a living
creature it will burst forward at unnatural speed (triple movement), producing a hideous sound as
air rushes through small holes in its body. A character that hears this must Save vs. Turned to
Stone or be frozen with fear. As with living worms, a victim is swallowed by any hit that is 2 over
the minimum required. However, the lack of a working digestive system means the victim is not
further harmed but is trapped inside the worm. Escape is not possible without a silver or magic
weapon (requiring three successful attack rolls by the victim) or unless the worm is killed. They
are filled with the bones and possessions of victims who were swallowed and could not escape.
The tail stinger has atrophied and is not used for attack. Turned as a vampire; only damaged by
silver or magic weapons.
by ZA