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Monster Cards - Set 1

Advanced dungeons and dragons cards sets

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0% found this document useful (0 votes)
240 views42 pages

Monster Cards - Set 1

Advanced dungeons and dragons cards sets

Uploaded by

kaikentokyoanime
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ADVANCED

JNGEONS & D R A G O N S B l

MONSTER
CARDS
dol .".er Cards combine full-color illustra-
ions with vital information on 20 AD&D'"
nonsters, including 3 totally new creatures,
i n handy 3" x 5" cards.

SET
An h kheg
I
Barbed Devil
Centaur
Constrictor Snake
Displacer Beast
Frost Giant
Ghoul
Giant Weasel
G ri ppl i
Kobold

8009j
394-52 172-2TSR0300
I

d
HOW TO USE AD&D’” MONSTER CARDS
The DM can show the players a monster’s picture and
use the information on the back of the card to run
encounters. Abbreviations used on the cards are:
(MM p.#): MONSTER MANUAL info.
(FF p.#): FIEND FOLIO info.
(DMG p.#): DUNGEON MASTERS GUIDE info.
FQ: Frequency of encounters (MM p.5).
#E: Number of monsters encountered.
AC: Armor Class equivalent or armor worn.
MV: Movement rates-outdoors, 1”=10yds/turn;
indoors, 1”=10 ft/turn
#” = ground speed @ #” = climbing in trees
/#” = flying speed * #” = climbing in webs
/. /#”
. = swimming speed (#”) = burrowing speed
H D: Hit Dice, the number of d8 to roll + point ad-
justments to find total hit points (hp).
%L: Chance of encountering monster in lair.
TT: Treasure Type ( M M p.105)
AT: Attacks allowed in I round.
DM: Damage per attack (order listed per AT.).
SA: Special Attacks, (dragon breath, etc.).
SD: Special Defenses, (immunities, etc.).
M R: Magic Resistance; the chance a spell will not
affect a monster if cast by an 1 Ith level spell-
caster; +5%/ level less than 1 1th; -5%/ level
greater than 1 Ith.
IN: Intelligence (MM p.6).
AL: Alignment (DMG p.23).
sz: Size; S = small, M = man-sized, L = large.
PS: Psionic Strength points, see
PLAYERS HANDBOOK R . I 10.
At/ Df: psionic attack and defen-se forms.
L/ XP: Monster Level/ Experience Point value.
*Average value only, see DMG p.85.
ANHKHEG
FQ: Rare SA: Squirt acid
#E 1-6 SD: Nil
AC: 2/4 belly MR: Standard
MV: 12” (6”) IN: Non-
HD: 3-8 AL: Neutral
%L: 1% SZ: L (1W-2Y long)
TT: C PS: Nil
AT: I bite
DM: 3d6 (+ 1-4) L/XPV/390 + 8/hp*
This burrowing monster is usually encountered in
forests or choice agricultural land. Though it normal-
ly eats mineral-rich soil and rotting plant mdtter, it
also will attempt to devour any animal life passing
nearby. Its favorite tactic is to lie 5-10 feet under-
ground until its antennae detect a victim approaching.
Then it burrows up beneath its prey and attacks,
crushing and grinding its prey with its mandibles.
After it grabs a victim, digestive enzymes are secreted
which cause an additional 1-4points of damage each
round, until the victim is dissolved. It can squirt a
stream of digestive acids up to 30 feet once every six
hours, but will use this attack only in desperation: The
stream of acid causes 8d4 points of damage to the
creature struck (save vs. Poison for half damage).
However, once an anhkheg squirts its acid, it cannot
digest anything with its digestive enzymes for six
hours.

MM 6
DEVIL, BARBED .
FQ: Uncommon SA: Seebelow
#E: 1-2 (d10+2, Lair) SD: Scebelow
AC: 0 MR: 35%
MV: 12” IN: Very
HD: 8 AL: Lawful evil
%L: 5@% SZ: M (7’tall)
TT: Nil PS: Nil
AT: 2 claws, 1bite
DM: 2d4f 264/3d4 L/XPVII/1,425 + lO/hp
Barbed devils come from the 3rd and 4th Planes of
Hell, but are more abundant on the 4th Plane. They
are telepathic, ever watchful, and cannot be surprised.
These devils attack with their barbed hands and tails.
They can generate fear in a creature when they strike it
(save vs. Wands to avoid). Barbed devils take no
damage from fire and only half damage from cold or
. gas attacks. In addition, they can use the following
abilities at will:
Animate Dead Produce Flame
Charm Person Pyrotechnics
Hold Person Suggestion
Illusion Summon Barbed Devil
Infravision, 96’ (30% chance)
Know Alignment Teleport (no error)
These devils are often cunning and dangerous guard-
ians, but they may be kept at bay by a magic circle. To
enter most planes, they must be summoned by ritual,
gated in, or respond to hearing their names spoken.

M M 20,21
CENTAUR
FQ: Rire SA: Human weapon
#E: 4 6 SD: Nil
AC: 5,4 leaders MR: Standard
MV: 18” IN: Low to Avenge
HD: 4 AL: Neutnlor
%L: 5% CbiOtiC good
TT: M,Qeach; sz: L (7’ + tail)
D,I, Tinlair PS: Nil
A T 2hooves
DM: 1 4 / 1 4

Male centaurs normally


taurs have their own language, Half of the centaurs in
a band will be armed with large clubs (equal to morn-
ing stars, DM 2d4), one quarter will have longcompo-
site bows (DM 1-6), and the remaining quarter will be
leaders with shields and lances (AC 4; DM ld6 + 1,
double damage if charging). Leaders will also carry
twice the normal individual’s treasure. Centaurs can
make three attacks each round: one with their weapon
and two with their hooves.

Centaur lairs are located in hidden glens and pastures.


A lair will contain 1-6 additional males, twice the
number of females as males, and 5-30 young. Females
have 3 hit dice and young will have 1-3 hit dice.
Neither use weapons, but will attack with their hooves
if necessary. If the females and young are seriously
threatened, the male centaurs are 90% likely to ran-
som them with their group treasure. Centaurs are
friendly toward elves, tolerate gnomes and halflings,
and usually distrust humans and dwarves.

MM 14
00
00
E:
E:
1
a

m
DISPLACER BEAST
FQ: Very rare SD: -2 to hit
#E: d4 +1 MR: Save as a 12th level
AC: 4 Fighter +2
MV: 15" (see below)
HD: 6 IN: Semi-
% L 25% A L Neutral
TT: D SZ: L(Y1ong)
AT: 2 tentacks PS: Nil
DM: 2d4/264
SA. Nil L/XPIV/475 + 8/hp
Displacer beasts look like large six-legged panthers
with horny ridged tentacles growing out of their
shoulders. Only adult displacer beasts are ever en-
countered. These creatures have a rudimentary intel-
ligence and will work together when attacking.
Displacer beasts attack with their two sharp-edged
tentacles. These beasts also have a natural magical
ability that always makes them appear to be 3' to
either the left, right, front or rear of their actual posi-
tion. This causes opponents to always attack a dit-
placer beast at -2 to hit and adds +2to all of the beast's
saving throws.
These creatures fight with extraordinary ferocity, be-
cause they hate all forms of life. They especially loathe
blink dogs, and will attack on sight these hereditary
1 enemies and anyone with them.

MM28
GIANT, FROST
FQ: Rare SA: Hurl rocks (2dlO)
#E SD: Immune to cold
AC: MR: Standard
MV: 12" IN: Average to low
HD: 10 + 1-4 A L Chaotic evil
%L: 30% SZ: L (15' tall)
TT: E PS: Nil
AT: 1 weapon
DM: 4 6 L/XP: VII/2,250 + 14/hp
Frost giants are not very intelligent, but they are
greedy and cunning. They have their own language
and may bargain with a party strong enough to defeat
them. They often carry huge sacks containing odd
items and 1,OOO to 6,000 coins - usually gold. Adult
frost giants attack with huge weapons, often battle
axes, for 4d6 points of damage. They can also hurl
boulders, one per round, to a range of 20" for 2d10
points of damage. They have a Wochance of catching
any boulders thrown at them. All frost giants are
immune to cold attacks, including white dragon
breath .
Frost giants live in huge castles or frigid caverns.
There is a 50% chance that the lair will be guarded by
1-6 winter wolves (AC 5; HD 6; DM 264 bite or 6d4
frost breath, once per turn). If more than 4 giants are
encountered in their lair, the 5th and 6th giants will be
female (HD 9 + 1-3; DM 3d6), the 7th and 8th will be
young frost giants with 10% to 100% of the hit points
and damage of an adult.

M M 44
GHOUL
FQ: Uncommon SA: Paralyzation
#E: 2d12 SD: Seebelow
AC: 6 MR: Standard
MV: 9” IN: Low
HD: 2 AL Chaotic evil
%L: 20% SZ: M
TT: B,T PS: Nil
AT: 2 claws, 1 bite
DM: 1-3/1-3/14 L/XP:III/65 + 2/hp
Ghouls are undead creatures, once human or human-
oid, which now feed on the flesh of other humans and
humanoids. They stalk their prey with great stealth
and cunning.
A ghoul attacks fearlessly with its clawed hands and
sharp fangs. A successful hit by a ghoul can paralyze
humans, dwarves, half-elves, half-orcs, gnomes and
halflings for 266 turns unless a save vs. Paralysis is
made. Any of these characters who are killed by
ghouls will become ghouls themselves in one day un-
less they are blessed (or blessed and then brought back
to life). Elves are not affected by ghoul paralysis, nor
will they become ghouls if slain by ghouls.
Ghouls are immune to charm, hold and sleep spells.
They can be turned by clerics. A magic circle of pro-
tection from evil will keep them completely at bay.

MM43,44
WEASEL, GIANT
FQ: Rare SA: Drainblood
#E: 1-8 SD: Nil
AC: 6 MR: Standard
MV: 15” IN: Animal
HD: 3+3 AL: Neutral
$L: 15% SZ: M (5’ long)
TT: Nil PS: Nil
AT: 1 bite
DM: 2d6 L/XP:III/125 + 4/hp
Giant weasels are vicious and aggressive, and will
always fight to the death. They prefer woodlands, but
also roam subterranean places when hunting. After
biting an opponent, the weasel maintains its hold and
drains blood, automatically causing 2d6 points of
damage per round.
If captured before half-grown, giant weasels can
sometimes (25%) be trained as hunting animals and
guards. When encountered in their lair, there will
always be 4 or more giant weasels; two are the parents
and the rest are pups with 10%-80%of the hit points of
an adult, able to bite for 1-6 points of damage.
Weasel pelts sell for 1,000 to 6,000 gold pieces each,
depending on size and condition.

MM 100
KOBOLD
FQ: Uncommon SA: Nil
#E: 4 1 0 x 10 SD: Nil
AC: 7 MR: Standard
MV 6” IN: Average (low)
HD: 1-4 hp AL: Lawfulevil
%L: 40% sz: S(Ytal1)
TT: J, 0 each; PS: Nil
Q (x5) in lair
AT: 1 weapon
DM: ld4 or by weapon L / X P I / 5 +l/hp
Kobolds live in dark, damp places underground and
in overgrown forests. They hate brownies, pixies and
sprites, and will attack gnomes on sight. They speak
their own language and can often (75%) speak Orc
and Goblin. Kobolds have infravision 60’,but do not
see well in bright sunlight, attacking at -1 to hit.
Kobold warbands are armed with spiked clubs, axes,
javelins, short swords and spears. For every 40 ko-
bolds in a band there will be one leader and two
bodyguards (AC 6; HD 1-1; hp 4 each; DM 1-6). If
encountered in their lair there will be 5d4 bodyguards,
females equal to 50% of the males, young equal to 10%
of the males and 30-300 eggs. There will also be a chief
and 2-8 guards (AC 5; HD 1+1; hp 7 each; DM 1-8) in
the lair. There is a 65% chance there wiil be guard
animals: (700/0) 2-5 wild boars (AC 7; HD 3+3; DM
3d4 gore) or (30%) 1-4 giant weasels (AC 6; HD 3+3;
DM 2d6 bite and blood drain). There m a y also be one
or more tribal shamans (DMG, p. 40)

MM57
LIZARD MAN
FQ: Rare SA: Seebelow
#E: 1Od4 SD: Nil
AC: 5 (4) MR: Standard
MV: 6"//12" IN: Low (Average)
HD: 2+1 AL: Neutral
%L: 30% SZ: M(7'tall)
TT: D PS: Nil
AT: 2 claws, 1 bite
(orby weapon)
DM: 1-2/1-2/1-% L/XPII/35(50) +3/hp
Lizard men are semiaquatic and breathe air, but may
live underwater in air-filled caves (35%). They are
found most often in swamps, marshes, and similar
places, living in tribes. Lizard men have their own
language. They are omnivorous, but prefer human
flesh to other foods. They have been known to attack
human villages to obtain captives to take back to their
lairs for horrid feasts. Lizard men attack with claws
and sharp fangs.
Some lizard men tribes (10%) have evolved to a higher
state of intelligence. These lizard men dwell in villages
of crude mud huts. Instead of attacking with claws
and fangs, they use various weapons and shields (AC
4). Weapons commonly used are barbed darts (Range
3"; DM 1-4) and javelins (Range 6"; DM 1-6) which
they throw before they close to melee with large,
spiked clubs (DM 2d4). Lizard men may also have
tribal shamans (DMG, p. 40).

MM62
I
I
FQ: Rare DRAGON, RED
#E: 1-4 (Speak 75% Magic 40%, Sleep‘20%)
AC: -1 The evil and greedy red dragon lives in hill and mountain caves. Its
MV: 9/24” keen senses can detect hidden & invisible creutures within 1” per
HD: 9-1 1 dragon age and it has infravision 60’. When flying or charging, a
%L: 60% red dragon may paniccreatures withfewerthan6 H D ( M M , p.30).
TT: H, S, T A red dragon may attack with its claws and bite (50%) or with its
AT 2 claws, 1 bite breath weapon (a 9” x 3” cone of fire, usable 3 times/day and
DM: 1-8/1-8/3d10 causing damage equal to its hit points - save for half damage).
SA: Breath weapon + The saving throw level of adult or older dragons equals total hit
possible magic use points divided by 4. Fire and air based attacks are a t -1 t o hit and
SD: Nil damage, while earth, water and cold based are at +I t o hit and
MR: Standard damage red dragons. They have 1 hp/ H D per age. Magic-using red
IN: Exceptional dragons gain s p h s as follows:
AL: Chaotic evil Age Spells
SZ: L (48’long) I Veryyoung 5 Adult 22 1
PS. Nil 2 Youne 2 6 Old 222
L / X P VI/3,600 + 14/hp* 3 21 7 Very old 222 1
4 Youngadult 22 8 Ancient 2222
MM 29.33
a
SAHUAGIN
FQ: Uncommon SA: Seebelow
#E: zd4 x10 SD: Seebelow
AC: 5 MR: Stand8rd
M V 12n/f 24" High
HD: 2+2 Lawful evil
$L 25% SZ: M(someL)
TT: N each; I, 0,P, PS: Nil
Q (~10))X, Y in
lair
AT: 1 weapon
DM: BY w-pon L/XB:II/35 + 3/hp
The predatory sahuagin live only in warm salt water.
They like to raid human ports on moonless nights, for
light hurts their eyes and makes them fight at -2 to hit.
They hate ixitxachitl. They can see great distances
underwater, and they can hear clinking metal or
splashing a mile away, but cannot hear swimming
creatures.
Sahuagin bands are armed with tridents, spears,
daggers, heavy crossbows, and barbed nets which un-
armored victims or those with less than 16 strength
cannot escape. They use javelins on land, instead of
nets. Unarmed sahuagin can claw (1-2/ 1-2), bite (1-4),
and rake with rear claws (1-4/ 1-4). Each band will be
led by a chief (HD4+4)and 1 guard (HD3+3) per 10
sahuagin.
Their lairs are sunken towns and have the above
number and a baron (HD6+6), 9 guards (HD3+3),
30-120 females (HD2) 10-40 hatchlings (HD1; d o '/i
unarmed damage) and 2-8 sharks (AC 6; DM 2-8).
There is a 10%chance per 10 males that there will be a
5th-8th level cleric and 1-4 priestesses.
MM84
SALAMANDER
FQ: Rare SA: Heat(l-6)
#E: ld4 + 1 SD: +1 orbetter
AC: 5 tOW/3 t d weapons to hit
MV: 9” MR: Standard
HD: 7+7 IN: High
%L 75% A L Chaoticevil
TT: F SZ: M(7’taU)
AT: 1 w = p , PS: Nil
1 constrict
DM: By weapon/2d6 L/XPVI/825 + lO/hp
Salamanders are creatures of the Elemental Plane of
Fire. Their human-like upper body is AC 5 and their
tail is AC 3. Salamanders will be encountered in areas
of extreme heat, such as fire pits and pools of lava.
A salamander attacks with a large metal spear causing
1-6 points of damage plus an additional 1-6 points due
to the heat of the weapon. At the same time, a sala-
mander can lash out with its tail and wrap it around an
opponent to constrict for 2d6 points of damage plus
1-6 points due to its body heat. Fire resistant creatures
will not take heat damage from the above attacks, but
will suffer normal attack damage.
Salamanders can be harmed only by magical weapons
or by creatures of a magical nature. They are com-
pletely immune to fire-based attacks, including magi-
cal fire. Sleep, charm, and hold spells d o not affect
them. Cold-based attacks cause +1 point per die oie,$&
%-
damage.

MM85
TREANT
FQ: Rare S A Seebelow
#E: 1-20 SD: Never surpriwd
AC: 0 MR: Standud
MV: 12" IN: Very
HD: 7-12 AL: Chaoticgood
%L: 1@96 SZ: L (12'-23' tau)
TT: Q ('519 S PS: Nil
AT: 2limbS
DM: 2d8 or 3d6
or 4d6
see below L/XP:VII/1,950 + 14/hp*
Treants are forestdwelling tee-like creatures nearly
indistinguishable from normal trees. They hate evil
things and the unrestrained use of fire. There are three
sizes of treants:
Treant HD Damage
Small (12'-15') 7-8 2d8
Medium (16-19') 9-10 3d6
Large (201-23+) 11-12 4 6
Treants are vulnerable to fire. Fire-based attacks are
made at +4 to hit them and treants save at -4 vs. fire
attacks. Fire-based attacks also cause + I point per die
of damage.
Treants can animate trees (MV3"; HD 12;AT 2;DM
46/4d6). A treant must be within 6" of a tree to
animate it, and may only cause one or two trees to
come to life.

MM96
Q 1982 TSR Hobbies, Inc
FQ: Common DINOSAUR, TRICERATOPS
#E: 2d4
AC: 2 head/6 body This huge, slow-witted, planteating dinosaur is fiercely territorial
MV: 9rr and will usually attack any creature disturbing it. It lives on open
HD: 16 plains where grasses and leafy shrubs are plentiful. This dinosaur’s
%L: Nil head is protected by a bony plate equal to AC 2,. It will turn its
TT: Nil head toward any opponent to protect its body which is covered
AT: 3 horns or trample with a thick reptilian skin equal to AC 6. A triceratops gets three
DM: 1-8/1-12/1-12 attacks against one opponent with its three horns. The smaller one
or 2d12 does 1-8 points of damage, while the two longer ones cause 1-12
SA: Nil points of damage. The triceratops may also trample smaller crea-
SD: Nil tures causing 2d12 points of damage to all within its path.
MR: Standard
IN: Animal
AL: Neutral
sz: L (24’ + long)
PS: Nil
L/XP: VIII/4,000 + 20/hp

MM 23,28
LYCANTHROPE, WEREWOLF
FQ: Common SD: Hit only by silver
#E 3d6 or +1 or better magic
AC: 5 wnpons
MV: 15" MR: St8nd8rd
HD 4+3 IN: Average
%L: 25% * AL: Chaoticevil
TT: B SZ: M
A T 1 bite PS: Nil
DM: 2d4
S A Surprise on 1-3 L/XPV/205 +5/hp
Werewolves are hard to detect in human form. 'I ey
can use any weapon and normally wear leather armor
(AC 7). When in werewolf form they may appear as
real wolves or as wolf-men attacking with their fangs.
Any human who takes 50% damage or more from
werewolf bites will be infected with lycanthropy
(DMG,p. 22) and will become a werewolf.
Werewolf packs, with 5-8 members, will be a family
with one male, a female and 3-6 cubs. If the female is
attacked, the male will attack with +2 to hit and cause
maximum damage with each hit. If the cubs are at-
tacked, the female will attack with +3 to hit, also doing
maximum damage. The cubs will have 60%-90% of
the hit points of an adult, will attack at -4 to -1
respectively, and cause ld4 + 1 points of damage with
a bite.

MM 63,64
I
ZORBO
FQ: Rare SA: Absorption
#E: 1-4 SD Absorption
AC: 8 (see below) MR: 20%
MY: 15-Y IN: %mi-
HD: 4+2 AL Neutral
%L: w sz: S(Ytal1)
TT: P,Q,X PS: Nil
AT: 2 claws
DM: 1-2 each + special L/XPV/280 + S/hp
This carnivorous beast likes human and demi-human
flesh. A zorbo has poor AC and attack damage when
first encountered, but it can absorb the natural armor
class of its surroundings in one round:
Earth=AC 7; Wood =AC 5;
Metal=AC 3; Stone=AC 0.
This new AC lasts 10 rounds and also gives the zorboa
damage bonus equal to its original AC 8 minus the
new AC. When a zorbo hits an opponent it can absorb
the AC and defensive bonuses of one random protec-
tive item (armor, shield, ring of protection, etc.), turn-
ing that item to dust (no save). If this would make the
zorbo’s current AC worse, the item is
the AC is not absorbed.
Example: A zorbo is attacked in a cave and on the first
round absorbs the AC of stone, giving it AC 0 and a
damage bonus of AC 8-0 =+8. The next round it hits
and absorbs its opponent’s shield +2. This gives it a
new AC of -2 and a damage bonus of + 10. The third
round it hits the opponent’s plate mail (AC 3), which
turns to dust, but does not change the zorbo’s AC or
damage.

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