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Table of Contents
Running the Game
Encounters
Morale
Monster Stat (ML)
Monster hp
Monster AC
Monster DR
Monster To-Hit Bonus
Monster Damage
Monster Saves
Monster Stats by ML
Monster Descriptions
Creating Monsters
Distributing Treasure
Magic Treasure
2
2
2
3
3
3
3
3
4
4
4
5
17
19
19
Magic Weapons
Magic Armor
Magic Potions
Magic Scrolls
Magic Rings
Magic Wands
Magic Staves
Miscellaneous Magic
Adventure Design
Choose an Environment
Draw a Map
Fill the Dungeon
Wandering Monsters
Finishing Touches
OGL
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21
22
23
24
24
25
26
30
30
30
31
31
32
33
Monster Reaction
hatred either attacks immediately or plots their doom
dislike demands a bribe or will attack, deceives
deeply suspicious reroll at -1
suspicious
neutral could be helpful if bribed with a gift
positive possibly offer help or advice
Morale Check
flees/surrenders
keeps fighting, but -2 on future morale checks
keeps fighting
will fight to the death
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Calculating Damage
Monsters do 1d6 + half of the ML, rounded up. An M only does 1
point of damage.
Monster Saves
A monsters save bonus is half its ML rounded up. An M has a -1
penalty.
Monster Stats Worked Out
As an aid to the GM, the stats are worked out below for monsters
from M to M6.
M
M0
M1
M2
M3
M4
M5
M6
hp range (avg)
1
1-6 (4)
2-7 (5)
4-14 (9)
6-21 (14)
8-28 (18)
10-35 (23)
12-42 (27)
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AC
3
4
5
5
6
6
7
7
DR
0
0
1
1
2
2
3
3
to-hit
-1
+0
+1
+1
+2
+2
+3
+3
dmg
1
1d6
1d6+1
1d6+1
1d6+2
1d6+2
1d6+3
1d6+3
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Save
-1
+0
+1
+1
+2
+2
+3
+3
MONSTER DESCRIPTIONS
These descriptions are of typical monsters for each type.
Individual monsters may vary in ML and/or special abilities.
Android M2, immune to most normal weapons
Androids are automatons that resemble humans. Their skeletons
are metal machines, covered with synthetic flesh and blood. While
they can be harmed by any kind of magic weapon, the only nonmagic weapons that can hurt them are blunt metal weapons
(such as war hammers and maces) and sling stones.
Basilisk M3, petrifying gaze
A basilisk is a reptilian monster that petrifies living creatures
with merely a gaze. A basilisk relies on its gaze attack, biting only
when opponents come within reach. Though it has eight legs, its
slow metabolism renders it relatively sluggish, so it does not
expend energy unnecessarily. Intruders who flee a basilisk rather
than fight can expect, at best, a halfhearted pursuit.
Black Pudding M5, acid, immune to cold, weapons, & lightning,
vulnerable to fire
Black Puddings are able to ooze along walls, ceilings, and through
small cracks and openings. They are able to eat through flesh,
wood, and metal, but not through stone.
Centaur M2, 2 attacks (1 weapon, 1 hoof)
A centaur has the body of a horse, but a human torso in place of
the head. Centaurs favor the use of clubs, spears, and bows. A
centaur employing a spear deals double damage when it charges.
Chimera M5, 5 attacks (2 bites, 1 gore, and 2 claws) or breathes
fire, fly
A chimera has dragon wings and three heads: a goat head, a
lions head, and a dragon head. The chimera prefers to surprise
prey. It often swoops down from the sky or lies concealed until it
charges. The dragon head can breathe fire for half its current hp.
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Elf M1, move silently, hide, spells, immune to charm and sleep
Elves dwell in woods and meadows. They prefer bows, spears, and
swords, are able to move silently, and are experts at hiding.
Gargoyle M2, only harmed by magic weapons, fly
Gargoyles often appear to be winged stone statues, for they can
perch indefinitely without moving and use this disguise to
surprise their foes. They require no food, water, or air, but often
eat their fallen foes out of fondness for inflicting pain. Gargoyles
either remain still, then suddenly attack, or dive onto their prey.
Gelatinous Cube M3, acid, nearly invisible
The nearly transparent gelatinous cube travels slowly along
dungeon corridors and cave floors, absorbing carrion, creatures,
and trash. Metal objects remain trapped and are visible inside the
cubes body. A gelatinous cube attacks by slamming its body into
its prey. It is capable of lashing out with a pseudopod, but
usually engulfs foes.
Ghoul M1, undead, paralyzing touch
Ghouls try to attack with surprise whenever possible. They strike
from behind tombstones and burst from shallow graves.
Humanoids killed by ghouls turn into ghouls themselves.
Giant M4-6, boulder attack, double damage bonus
Giants are able to hurl boulders from long distances. Melee
attacks do double the normal damage bonus for their level.
Hill Giant: M4
Stone Giant: M4
Frost Giant: M5, immune to cold
Fire Giant: M5, immune to fire
Cloud Giant: M6, excellent sense of smell
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Gnoll M2
Gnolls are hyena-headed, evil humanoids about 7-1/2 feet tall,
and weigh 300 pounds. Gnolls are nocturnal carnivores that
wander in loose tribes. Gnolls like to attack when they have the
advantage of numbers, using horde tactics and their physical
strength to overwhelm and knock down their opponents. They
show little discipline when fighting unless they have a strong
leader; at such times, they can maintain ranks and fight as a
unit. While they do not usually prepare traps, they do use
ambushes and try to attack from a flanking position.
Gnome M0, +1 AC vs. large, +1 saves vs. magic & poison
Gnomes are similar to dwarves, except they are slightly smaller
with longer beards. Gnomes prefer to live in rolling hills.
Goblin M0, darkvision, -1 to-hit in daylight
A goblin stands 3 to 3-1/2 feet tall and weighs 40 to 45 pounds.
Being bullied by bigger, stronger creatures has taught goblins to
exploit what few advantages they have: sheer numbers and
malicious ingenuity. The concept of a fair fight is meaningless in
their society. They favor ambushes, overwhelming odds, dirty
tricks, and any other edge they can devise. Goblins have a poor
grasp of strategy and are cowardly by nature, tending to flee the
field if a battle turns against them. Goblins hate dwarves and will
always attack them on sight.
Golem M3-6, immune to magic
Golems are magically created automatons of great power.
Constructing one involves the employment of mighty magic and
elemental forces.
Clay Golem: M4
Flesh Golem: M3, healed by lightning
Iron Golem: M6, breathes poisonous gas, healed by fire
Stone Golem: M5
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Hobgoblin M1
Hobgoblins are larger cousins of goblins. Their weaponry is kept
polished and in good repair. These creatures have a strong grasp
of strategy and tactics and are capable of carrying out
sophisticated battle plans. Under the leadership of a skilled
strategist or tactician, their discipline can prove a deciding factor.
Hobgoblins hate elves and attack them first.
Horse M1 (warhorses are M2)
Hydra M3-5, 1 attack per head
Hydras have from five to ten (1d6+4) heads. Each head is counted
as half a hit die (round up), so a five-headed hydra is M3, and so
forth. Hydras are reptile-like monsters with multiple heads. It is
about 20 feet long and weighs about 4,000 pounds. Hydras do
not speak.
Invisible Stalker M4, invisible, tracking
Invisible stalkers serve wizards who summon them to perform
specific tasks. A summoned invisible stalker undertakes whatever
task the summoner commands, even if the task sends it
hundreds or thousands of miles away. The creature follows a
command until the task is completed and obeys only the
summoner. However, it resents protracted missions or complex
tasks and seeks to pervert its instructions accordingly. An
invisible stalker can be killed only when it is in its own plane.
When performing a task elsewhere, it automatically returns to its
home plane when it takes damage sufficient to destroy it.
Kobold M0
Kobolds are short, reptilian humanoids with cowardly and
sadistic tendencies. A kobold is 2 to 2-1/2 feet tall and weighs 35
to 45 pounds. Kobolds speak with a voice that sounds like that of
a yapping dog. Kobolds like to attack with overwhelming oddsat
least two to oneor trickery; should the odds fall below this
threshold, they usually flee. However, they attack gnomes on
sight if their numbers are equal. Whenever they can, kobolds set
up ambushes near trapped areas.
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Wererat M2
Wereboar: M2
Weretiger M3
Werewolf M3
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Mule M1
Mummy M3, rotting disease, immune to non-magic weapons,
vulnerable to fire
Mummies are preserved corpses animated through the auspices
of dark desert gods best forgotten. On a successful hit, the victim
must save vs. disease or be infected with mummy rot. Mummy rot
is a long lasting disease that causes the victim to heal at half the
usual rate, and the effect of magic healing is reduced by half.
Ochre Jelly M2, immune to all but fire & cold
Ochre Jellies eat wood and flesh, but cannot affect stone or metal.
Ogre M3
Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds.
They are intelligent enough to fire ranged weapons first to soften
up their foes before closing, but ogre gangs and bands fight as
unorganized individuals.
Orc M1
Orcs are sensitive to bright light, and their equipment is dirty and
unkempt. They enjoy attacking from concealment and setting
ambushes, and they obey the rules of war (such as honoring a
truce) only as long as it is convenient for them.
Pegasus M2, fly
The pegasus is a magnificent winged horse that sometimes serves
the cause of good. Though highly prized as aerial steeds, pegasi
are wild and shy creatures not easily tamed.
Purple Worm M6 to 6+ (double the hp of an M6), poison, swallow
attack
The body of a mature purple worm is 5 feet in diameter and 80
feet long, weighing about 40,000 pounds. The creature has a
poisonous stinger in its tail. A purple worm that successfully
bites its victim will swallow them, digesting them in less than an
hour. Purple worms always attack.
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1
2-3
4-5
6
1-2
3-4
5
6
Humanoid
small
smaller than man
man-sized
larger than man
Undead
skeletal
decaying body
intact corpse
spirit
1-2
3-4
5
6
1-2
3-4
5
6
Animal-ish
mammal-like
reptilian
bird-like
insectoid
Other
plant
blob
imitator/look-a-like
combine two monster types
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Low
1-2
3-4
5-6
Level
M
M0
M1
Mid
1-3
4-5
6
Level
M2
M3
M4
High
1
2-3
4-5
6
Level
M4
M5
M6
M6+
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1-3
4-5
6
Immunity
normal weapons
fire or cold
magic/spells
1-2
3
4-5
6
Combat
extra attack
2 extra attacks
bonus damage
double damage
1-2
3
4
5
6
Utility
darkvision
invisibility
shapechange
special vulnerability
regeneration
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1-2
3-4
5-6
Movement
fly
climb walls/ceiling
other (jump, teleport, etc.)
1-2
3
4
5
6
Special Attack
poison
petrify/paralyze
breath weapon
disease
energy drain
1-2
3-5
6
Magic
charm
low level spells
high level spells
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TREASURE
Distributing Treasure
How much treasure a GM should distribute depends on how fast
he wishes the player characters to level, and how powerful he
wishes the characters to become (the amount of magic items can
make a dramatic difference in the overall power level of the
characters). It is better to err on the side of giving out too little
treasure than too much.
Wandering monsters will generally carry little monetary treasure,
and only those magic items they use. On the other hand, the
treasure hoard stashed within a monsters lair will be much
larger, including things they cannot use themselves.
Treasure should generally be commensurate with the risk taken
to win the treasure. Powerful treasures should only be found in
the hoard of dangerous monsters.
Monetary treasure doesn't always come in chests full of gp. It can
also be found in the form of gems, jewelry, precious artifacts,
fancy rugs, rare antiques, and the like.
Magic Treasure
1
2
3
4
5
6
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Magic Weapons
Magic Weapon Type
Magic Sword
1-3 sword
1-5 roll magic weapon bonus
4
ranged*
6
roll on sword power table
5-6 misc. weapon
*Bows grant a to-hit bonus, and projectiles grant a damage
bonus.
Misc. Magic Weapon
Magic Weapon Bonus
1 Battle Axe 1-3/Hand Axe 4-6
1-4 +1 damage
2 Spear
5
+2 damage
3 Dagger
6
reroll:
4 Mace
1-4 = +2 damage
5 War Hammer*
5-6 = +3 damage
6 Pole Arm 1-2/Club 3-4/Staff 5-6
*Any war hammer of +3 enchantment is actually a special weapon
made for dwarves. In the hands of anyone but a dwarf, it merely
acts as a +1 war hammer. But in the hands of a dwarf, it has the
full bonus of +3 to damage, and may be thrown 60 ft, magically
returning every time.
1-2
3
4
5
6
Bane: Swords with the bane power have a higher damage bonus
against a specific kind of creature, such as: lycanthropes, giants,
undead, wizards, dragons, orcs, etc.
Power: Swords can have one or more special powers, such as:
detect magic, detect secret doors, levitate, light, flaming, dancing
(sword fights on its own for up to 4 rounds), vorpal (on a natural
6 damage roll, decapitates many kinds of creatures), fly, heals
1d6 hp once per day, and so forth.
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1-5
6
Light Weight: Magical light weight body armor has the same AC
and DR as regular armor of the same type, but they are lighter
and more flexible. Light armor becomes like wearing normal
clothes, medium armor becomes like wearing light armor, and
heavy armor becomes like wearing medium armor.
Special Body Armor: Rare suits of armor can have special
powers (but they do not gain the advantage of magically light
weight armor), such as: changes to clothes and back at
command, allows the wearer to breathe underwater and swim as
if unarmored, shadow armor that magically enhances the ability
to hide, armor of command that grants a +1 to reaction rolls, etc.
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Potions
Magic Potion
1
2
3
4
5
6
healing
reroll: 1-3
reroll: 1-3
reroll: 1-4
reroll: 1-2
reroll: 1-3
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Scroll
1-3
4-5
6
Scroll Type
spells
map
protection
1
2
3
4
5
6
The power of the scroll is in the scroll itself, so a caster may use a
scroll that has a spell level higher than they would normally be
able to cast. When the scroll is used (whether to cast the spell or
to copy the spell into a spellbook), the scroll is used
up/destroyed.
Protection: Protection scrolls may be used by anyone. There are
different kinds of protection scrolls, protection from:
lycanthropes, elementals, undead, magic, fire, etc. The protection
covers a 10 feet radius around the reader, and lasts 1 hour.
Map: A map can be a partial, complete, or false(!) map of a
dungeon, or a map to a treasure or treasures (gold, gems, magic
items, etc.).
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Rings
protection +1
feather fall
water walking
fire resistance
reroll, 1-3 = regeneration
4-5 = x-ray vision
6 = 3 wishes
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1
2
3
4
5
6
Staff
Staff of Healing
Staff of Striking
Snake Staff
Staff of Commanding
Staff of Power
reroll, reroll, Staff of Wizardry on a 3rd 6
Staff of Power: This staff, useable by wizards, can cast any of the
following spells (at the minimum level required to cast them): cold
(equivalent of fireball or lightning bolt, but in a cone 60 ft long
and 30 ft wide), fireball, lightning bolt, as a staff of striking, light,
and telekinesis. This staff has 1d6x3 charges. If this staff is
broken, it explodes, doing 6 points of damage for every charge left
to all in a 30 feet radius.
Staff of Wizardry: The Staff of Wizardry has all of the properties
of the Staff of Power, plus the following: +1 on all to-hit rolls (no
charge), freeze, invisibility, wall of fire, and web.
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Miscellaneous Magic
1-2
3-4
5
6
Miscellaneous Magic
roll on MM A Table
roll on MM B Table
roll on MM C Table
roll on MM D Table
1
2
3
4
5
6
Miscellaneous Magic A
bracers of AC +1
boots of elven kind
cloak of elven kind
handy haversack
rope of climbing
cloak of resistance
1
2
3
4
5
6
Miscellaneous Magic B
helm of comprehend languages
helm of read magic
boots of striding & leaping
folding boat
boots of levitation
boots of speed
1
2
3
4
5
6
Miscellaneous Magic C
broom of flying
horn of blasting
carpet of flying
cloak of displacement
cloak of the bat
gauntlets of ogre power
1
2
3
4
5
6
Miscellaneous Magic D
belt of giant strength
scarab of protection
crystal ball
helm of teleportation
efreeti bottle
medallion of thoughts
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Contents
empty
monster(s)
trap
other
Treasure?
1-5=no, 6=yes
1-3=no, 4-6=yes
1-4=no, 5-6=yes
1-5=no, 6=yes
Traps can be pits, darts shooting from the wall, a poison needle in
a treasure chest, pressure plates that drop blocks from the
ceiling, a statue spewing sleep gas when disturbed, and the like.
Other can be pretty much anything, with a focus on the
unusual. It could mean a talking statue, a room with reverse
gravity, a pool of water with magical effects, a strange cloud, a
permanent illusion, a strange sound seemingly coming from
nowhere, a tapestry serves as a portal to somewhere else, a
strange little gnome that will help adventurers if only theyd
Make a Wandering Monster Chart
Create a roll chart of wandering monsters. The monsters on the
list should be consistent with the environment and the monsters
already placed in the dungeon. Wandering monsters typically do
not have much treasure, and are mainly a way to keep the player
characters on their toes.
If the player characters spend too much time in one place, or are
making a lot of noise, or if intelligent monsters in the dungeon are
alerted to the presence of intruders, then it may be time to make
a wandering monster check. The odds of encountering a
wandering monster ought to vary depending on the situation (1 in
6 if theyve been searching a room for a while, 4 in 6 if the
monsters are on high alert, and so forth).
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with respect to some or all of the Open Game Content due to statute, judicial order, or governmental
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reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce
R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
Gygax and Dave Arneson.
END OF LICENSE
Designation of Product Identity and Open Game Content:
The term Swords & Six-Siders is product identity and trademarked; all formatting and art is
product identity. All monster and magic item descriptions are Open Game Content, all other text is
product identity.
Swords & Six-Siders is the trademark of Vanquishing Leviathan LLC. Swords & Six-Siders
GameMasters Book 2015 Vanquishing Leviathan LLC. Swords & Six-Siders GameMasters
Book published by Vanquishing Leviathan LLC.
www.vanquishingleviathan.com
steve@vanquishingleviathan.com
In that day the LORD will punish Leviathan the fleeing serpent, with His fierce and great and
mighty sword, even Leviathan the twisted serpent; and He will kill the dragon who lives in the sea.
Isaiah 27:1
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