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The Basic Fantasy Field Guide 2

Copyright 2015-2017 Chris Gonnerman, R. Kevin Smoot,


James Lemon, and Contributors
All Rights Reserved
Distributed under the terms of the Open Game License version 1.0a
1st Edition (Release 2)

Featuring Creatures by Various Contributors

Credits
Contributors: AlMan, arcbolt21, aRealDead1, Paul R. Cottrell, Dave Gerard, Dreamakuma, Fastjack2xs,
John Fredericks, Eric Gallagher, Chris Gonnerman, Gotgrund, Joe Hankel, LibraryLass,
Stuart Marshall, mwest, PuppetMaster, Martn Serena, SerGavin, Shadowmane, R. Kevin
Smoot, and Ross Williams
Artwork: Paul R. Cottrell, John Fredericks, Dave Gerard, Martn Serena, and Jordan Vetter
Proofing: mwest
Basic Fantasy Field Guide 2 Monsters

INTRODUCTION
Need even more new monsters? You've come to the right In addition, a distance may appear in parentheses after a
place! What you are reading is the second monster movement figure; this is the creature's turning distance (see
supplement for the Basic Fantasy Role-Playing Game. If Part 5: The Encounter in the Core Rules). If a turning
you aren't familiar with the Basic Fantasy RPG, please visit distance is not listed, assume 5'.
our website at basicfantasy.org and download a copy of
Attacks: The number (and sometimes type or types) of
the rules.
attacks the monster can perform. For example, Grimlocks
Monsters in this work are presented in the same format as may attack once with a weapon, so they are marked 1
in the core rules. Below is the explanatory text from that battleaxe. Chasenets are marked 1 spines/1 bite as they
work: can attack with both spines and also bite in one round.

Terms Used In This Work Damage: The damage caused by successful attacks by the
monster. Generally this will be defined in terms of one or
Name: The first thing given for each monster is its name more die rolls.
(the most common name, if the monster is known by
more than one). If an asterisk appears after the monster's No. Appearing: This is given in terms of one or more die
name, it indicates that the monster can only be hit by rolls. Monsters that only appear underground and have no
special weapons (such as silver or magical weapons, or lairs will have a single die roll; those that have lairs and/or
creatures affected only by fire, etc.) which makes the those that can be found in the wilderness will be noted
monster harder to defeat. appropriately. For example, a monster noted as 1d6,
Wild 2d6, Lair 3d6 is encountered in groups of 1d6
Armor Class: This line gives the creatures AC for normal individuals in a dungeon setting, 2d6 individuals in the
combat. If the monster customarily wears armor, the first wilderness, or 3d6 individuals in a lair.
listed AC value is with that armor, and the second, in
parentheses, is unarmored. Some monsters are only able Note that number appearing applies to combatants. Non-
to be hit (damaged) by silver or magical weapons; these combatant monsters (juveniles, and sometimes females)
are indicated either in words or with a dagger ; some do not count in this number. The text of the monster
monsters may only be hit with magical weapons, indicated description should explain this in detail where it matters,
by a double dagger . but the Game Master is always the final arbiter.

Hit Dice: This line gives the creatures number of hit dice, Save As: The character class and level the monster uses
and lists any bonus hit points. Monsters always roll eight for savings throws. Most monsters save as Fighters of a
sided dice (d8) for hit points, unless otherwise noted. So a level equal to their hit dice.
creature with 3+2 hit dice rolls 3d8 and adds 2 points to Morale: The number that must be rolled equal to or less
the total. than on 2d6 for the monster to pass a Morale Check.
One or more asterisks (*) may appear after the hit dice Monsters having a Morale of 12 never fail morale checks,
figure; where present, they indicate a Special Ability Bonus and fight until destroyed or have no enemies left.
to experience points (XP) awarded for the monster. See Treasure Type: This line reflects how much wealth the
Character Advancement in the Adventure section of the creature owns. See the Treasure section of the Core Rules
Core Rules for more details. for more details. In most cases, a creature keeps valuables
If the monster's Attack Bonus is different than its number in its home or lair and has no treasure with it when it
of Hit Dice, for convenience the Attack Bonus will be listed travels. Intelligent creatures that own useful, portable
in parentheses after the Hit Dice figure. treasure (such as magic items) tend to carry and use these,
leaving bulky items at home.
Movement: This line gives the monster's movement rate,
or rates for those monsters able to move in more than one XP: The number of experience points awarded for
fashion. For example, Goblins have a normal walking defeating this monster. In some cases, the figure will vary;
movement of 20', and this is all that is listed for them. for instance, Dragons of different age categories will have
Mermaids can only move about in the water, and so their different XP values. Review the Experience Points awards
movement is given as Swim 40'. Pegasi can both walk table in the Adventure section of the Core Rules to
and fly, so their movement is listed as 80' Fly 160'. calculate the correct figure in these cases.

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Monsters Basic Fantasy Field Guide 2

Aeromi that optional supplement is utilized by the GM) abilities at


level 1d4+1. In a similar fashion, there is a chance equal to
Armor Class: 12 (12) 1 on 1d6 for a witchdoctor. A witchdoctor aeromi has 1d4
Hit Dice: 1 levels of Clerical (or Druid) and magic-user ability.
No. of Attacks: 2 claws or 1 weapon Occasionally aeromi have been known to have class skills
Damage: 1d4 claw or by weapon and to go off adventuring and exploring beyond the
Movement: Unarmored 30' glide 90' climb 20' bounds of its home forest.
No. Appearing: 2d4, Wild 3d6, Lair 10d6
Save As: Fighter: 1 Alokin
Morale: 8
Armor Class: 13
Treasure Type: Q, R each; D in lair
Hit Dice: 2*
XP: 25
No. of Attacks: 1
The arboreal Aeromi is a fur-covered humanoid about 4 Damage: 1d3 or by weapon
to 5 feet in height with a long bushy tail. Each has Movement: 90' (30')
relatively long limbs ending in claws primarily used for No. Appearing: 1d6
climbing, but make for formidable weapons as well. They Save As: Fighter: 2
are quite dextrous (accounting for the armor class). Each Morale: 7
aeromi has stretchable skin between its upper and lower Treasure Type: None
limbs, and along the side of its body (a patagium) that
XP: 100
allows it to glide effectively between trees. This patagium is
not continuous but instead is anchored in key points on its Alokin are alien creatures that stand about 4 feet tall and
body and limbs. An aeromi seema to have features of have rubbery, reddish skin. Their thick skin helps them
squirrel or lemur, and that of humanoids, though clearly absorb blows, which gives them a natural armor class of
not closely related to either. It speaks its own language that 13. They prefer to use beam weapons that do 1d8 points
includes various clicks and chittering, but many also speak of damage. If captured, this weapon may be used by
common to some degree. player characters, but with a -2 penalty to a ranged attack
roll. The captured weapons will have ten charges.
Aeromi are nocturnal and have Darkvision to a range of
90' when outdoors even on the darkest of nights. On a They have the ability to stretch one of their arms at a time
clear night with ample star or moonlight, an aeromi can to a length of 10 feet. This counts as their movement
see nearly as well as a human can in daylight. In indoor action for that round. This grants them a +2 bonus on a
areas or underground the aeromi can see with Darkvision melee attack the first time they use this ability. They may
out to 30'. An aeromi suffers a -1 attack penalty in bright also use this ability in a non-combat situation.
sunlight or within the radius of a spell causing magical light.
Alokin come from another world, and work well for
An aeromi climbs readily among the massive redwood and adventures with a science fiction element to them. If used
sequoia trees that it lives among. Aeromi villages are build as regular NPC's, perhaps they are travelers who crashed
upon platforms and bridges in the upper reaches of these far from home.
forests. An aeromi tends to carry little to allow mobility,
but may utilize belts and clothing that can be fastened
about its body in between the anchor points of its
patagium. Aeromi may utilize humanoid weaponry when
needed.

One out of every eight aeromi will be a warrior of 2 Hit


Dice (75 XP). Regular aeromi gain a +1 bonus to their
morale if they are led by such a warrior. In aeromi villages,
one out of every twelve will be a sub-chief of 4 Hit Dice
(240 XP) with 1d6 claw attacks. In lairs of 30 or more,
there will be a aeromi chieftain of 6 Hit Dice (500 XP) that
does 2d4 damage with each claw attack. In the village,
aeromi never fail a morale check as long as the chieftain is
alive. In addition, each village has a chance equal to 1-2
on 1d6 of a shaman being present. A shaman is equivalent
to a warrior aeromi statistically, but has Clerical (or Druid if

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Basic Fantasy Field Guide 2 Monsters

Amarok Bazeley's Clockwork Armature


Armor Class: 15 (13) Armor Class: 19
Hit Dice: 2 Hit Dice: 10*
No. of Attacks: 1 weapon or 1 bite No. of Attacks: 2 slashes/1 ray or steam
Damage: 2d4 or by weapon +1, 1d6 bite Damage: 1d10/1d10/2d8 or 5d8
Movement: 30' Unarmored 40' Movement: 40'
No. Appearing: 1d6, Wild 3d6, Lair 3d6 No. Appearing: 1
Save As: Fighter: 2 Save As: Fighter: 10
Morale: 8 Morale: 12
Treasure Type: Q, S each; D, K in lair Treasure Type: G
XP: 75 XP: 1390

The Amarok is a lupine humanoid that forms packs and Bazeley's Clockwork Armature is, as the name would
hunts wide ranges in wilderness areas. They speak their suggest, a massive 40' tall bronze clockwork contraption
own language of barks, growls, yaps, and howls. An that best resembles an oblate armoured disc, with four
amorak's attitude mirrors that of wolves and is often rather long blade-tipped segmented legs, extending out from a
aggressive towards other races. An amarok is substantially recessed band around the middle of the creature through
larger than a human reaching a height of 7'-8' tall when which cogs and various mechanical components can be
fully upright and with a weight of about 300 pounds. seen. From the front extends a long brontosaurus-like neck
There is a wide variety of coat colors and patterns upwards, ending in a single flat glowing "eye" surrounded
consisting of brown, black, gray, and white tones. Amaroki by three armoured flaps that can close around it when in
are often called wolfen by other races. danger. The eye has the ability to fire a red ray of energy
at a single target that does 2d8 points of damage in a
Amaroki are active predators, operating equally in day or single pulse. It is also able to expel super-heated steam
night but generally preferring being active at night. Each from nozzles surrounding the eye infrequently (once per
has Darkvision with a 30' range. They hunt effectively in five rounds) which inflicts 5d8 points of damage in a 60'
packs, flanking and surrounding prey. Due to its strength, cone. Upon being hit by the steam, a save vs. Death Ray
each has a +1 bonus on damage rolls when weapons are must be made to avoid being knocked prone. The
utilized. armature can strike out with its front legs doing 1d10
points of damage each, and will do this in addition to and
One out of every six amaroki will be a seasoned warrior of independently from the actions of the head.
4 Hit Dice (240 XP) and have a +2 bonus to damage due
to strength. Amaroki gain a +1 bonus to their morale if The armature takes only a quarter of the damage from
they are led by such a warrior. In lairs of 12 or greater, fire-based attacks, and the impact of very hot projectiles
there will be a pack leader of 6 Hit Dice (500 XP) having a (such as fireballs) allows it to fire its steam in its next
+3 bonus to damage. In the lair, amaroki never fail a action. Conversely, electrical-based attacks (such as
morale check as long as the pack leader is alive. In lightning bolt) meddle with the delicate interior
addition, a lair has a chance equal to 1-2 on 1d6 of a components, causing double damage.
shaman being present, and 1 on 1d6 of a witch or
warlock. A shaman is equivalent to a hardened warrior If the head can successfully be retrieved there is a 50%
statistically, and in addition has Clerical abilities at level chance to recover an engraved bronze cylinder that can
1d4+1. A witch or warlock is equivalent to a regular fire a ray of energy 120' doing 2d8 points of damage. The
amarok, and has Magic-User abilities of level 1d4. cylinder will have 2d12 charges remaining, and 2d6
charges may be regained by striking it with a lightning bolt.

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Monsters Basic Fantasy Field Guide 2

Bear Bear, Quill-Bear


Bears attack by rending opponents with their claws, Armor Class: 16
dragging them in and biting them. A successful hit with Hit Dice: 5
both paws indicates a hug attack for additional damage (as No. of Attacks: 2 claws, 1 bite + hug
given for each specific bear type). All bears are very tough Damage: 1d4 claws, 1d6 bite, 2d6 hug
to kill, and are able to move and attack for one round after
Movement: 40'
losing all hit points.
No. Appearing: 1, Wild 1d4, Lair 1d4
Save As: Fighter: 5
Bear, Ghost* Morale: 8
Armor Class: 16 Treasure Type: None
Hit Dice: 9* XP: 360
No. of Attacks: 2 claws, 1 bite + hug
A Quill-Bear is covered with long spines like a porcupine.
Damage: 1d6 claws, 1d6 bite, 2d6 hug This ursine creature is as massive as a typical brown bear,
Movement: 40' weighing more than 1,800 pounds and stands about 9 feet
No. Appearing: 1, Wild 1d4, Lair 1d4 tall when they rear up on their hind legs. They are not as
Save As: Fighter: aggressive as other bears, probably due to the fact that few
Morale: 8 would even think to mess with one. Once roused, a quill-
Treasure Type: None bear attacks like others in the bear family. One significant
XP: 1150 difference is that anyone that attacks a quill-bear with a
melee weapon will surely take 1d6 damage from the barb-
While the term ghost-bear (or spirit-bear) usually refers to like quills.
rare black bears with white coats, this Ghost Bear is
actually an undead semi-material bear. When the ghost Bear, Ursine Behemoth
bear roars it causes fear in similar fashion as the reverse of
the spell remove fear, except that it causes all creatures Armor Class: 21
within 120' to become frightened; those that fail to save vs. Hit Dice: 15
Spells will flee for 2 turns. Creatures with 6 or more hit No. of Attacks: 2 claws, 1 bite, Hug (vs Large)
dice are immune to this effect. The ghost bear will roar Damage: 2d6 claws, 2d8 bite, Hug 4d6
every 1d4 rounds in addition to any standard attacks.
Movement: 40'
The ghost bear confronts opponents in normal bear No. Appearing: 1
fashion with claws and bites. Upon scoring a hug attack Save As: Fighter: 15
the target is also drained of 1d3 points of Constitution. Morale: 11
Elves and Dwarves (and other long-lived creatures such as Treasure Type: None
dragons) are allowed a savings throw vs. Death Ray to XP: 2850
resist this effect, which must be rolled each time a hug
attack occurs. Characters who lose Constitution appear to An Ursine Behemoth is a rare sort of bear that is of
have aged. If a ghost bear is fighting a living creature which gargantuan size. It is born of regular varieties of bears, but
does not have a Constitution score, the GM should assign for some reason begins to grow to massive proportions. It
whatever score he or she sees fit. will resemble their parent stock, so it is conceivable that
any particular breed of bear might produce an ursine
Unlike the Constitution loss caused by an actual ghost, the behemoth. When standing upright on one's hind legs, the
lost points are temporary and can be slowly healed in the ursine behemoth is estimated between 20 to 30 feet in
manner described in the Encounter section of the BFRPG height. One has a typical bear's temperament but is
Core Rules. However, one reduced to zero Constitution continuously hungry to fuel its massive form. Because of
will die and surely return as an undead spirit as well. this, an ursine behemoth is dangerous to nearly all
creatures.
A ghost bear can only be hit by magical weapons or spells.
As with all undead, they can be Turned by a Cleric (as a
An ursine behemoth attacks like others in the bear family
vampire), and are immune to sleep, charm or hold spells.
but lacks the typical hug attack due to its massive size.
If druids are used in a campaign, they can Turn a ghost
Against a foe of significant size a hug attack is theoretically
bear as if they were Clerics of equivalent level.
possible (doing 4d6 damage against such an opponent).

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Basic Fantasy Field Guide 2 Monsters

Black Knight detect magic and detect invisible at-will. In addition the
knight can also cast fireball and wall of fire each 3 times
Armor Class: 20 per day as a 10th level Magic-User.
Hit Dice: 10+20**
No. of Attacks: 1 weapon (with +3 to-attack) A black knights only takes half damage from non-magical
Damage: By weapon + 3 weapons, and like all undead are immune to sleep,
charm, and hold magics. Black knights cannot be Turned
Movement: 30'
by Clerics.
No. Appearing: 1
Save As: Fighter: 10
Morale: 11 Boar, Polar
Treasure Type: F + Black Knight's sword Armor Class: 15
XP: 1,480 Hit Dice: 5
Black Knights were formerly good warriors who have No. of Attacks: 1 tusk
been cursed by the gods for committing unforgivable Damage: 2d6 tusk
crimes such as murdering a loved one, or betraying a close Movement: 50' (10')
friend in exchange for power. It resembles a charred No. Appearing: Wild 1d6
skeletons with burning coals in place of eyes. A black Save As: Fighter: 5
knights is dressed in the same armor it wore in life, which Morale: 9
appears to have been blackened by fire. It will sometimes Treasure Type: None
don tattered cloaks with deep hoods to disguise its XP: 360
appearance. It is sometimes served by other undead who
act as retainers and aides. A black knight's voice is chilling Due to the extremes of their habitat, Polar Boars have an
and echoes hollowly. It speaks the languages it knew in even nastier temperament than regular boars. One will
life. typically charge then gore its opponent with its sharp tusks.
Females and males are equally dangerous. A polar boar is
A black knight is as capable fighter in death as it was in life. essentially immune to cold environmental effects and even
It retains a sense of the honor and pride that it once held. extreme or magical cold causes only half-damage. If a save
A black knight will never ambush an enemy or attack from is involved with such a cold-based effect, it receives a +4
behind, and will refuse to attack until an enemy has bonus.
readied his weapon. It occasionally shows mercy to
honorable opponents and individuals who remind them of A polar boar is covered in thick mottled white fur and even
people it knew in life. A black knights will be found thicker layer of fatty blubber than normal swine. Adults are
wielding a magic sword 80% of the time. To determine about 6 feet long and 4 feet high at the shoulder. While
what type of sword the knight is wielding roll 1d6 and refer quite rare due to the difficulty in domesticating, a polar
to the table below. boar is large enough to be ridden or to pull sleds used by
some northern Dwarf clans.
Black Knight's Sword Table
1d6 Type of Sword
1 Longsword +3 Bone Viper
2 Two-handed Sword +3 Armor Class: 14
3 Shortsword +2, Charm Person Hit Dice: 1*
4 Two-handed Sword +4 No. of Attacks: 1 spit or 1 bite
5 Longsword +2, Flames on Command Damage: 1d4 + poison
6 Shortsword +1, Energy Drain* Movement: 40'
*While the black knight is wielding this sword it has no No. Appearing: 1d4
maximum on the number of levels it can drain. Save As: Fighter: 1
Morale: 12
A black knights has a number of special abilities. Creatures Treasure Type: None
of 5 Hit Dice or less that look upon the knight's grim visage XP: 37
must make a save vs. Spells or be shaken for the duration
of the encounter, taking a -2 penalty on Attack rolls and to Bone Vipers are unnatural creatures magically created
Armor Class. The black knight has a 75% chance to ignore through the use of necromancy to be used as guards and
any harmful spell that targets it, with ignored spells being as deadly mobile traps. Their poison has been magically
reflected back at the caster. The black knight can cast retained and strengthened. They are able to spit their

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Monsters Basic Fantasy Field Guide 2

poison up to 6 feet causing blindness or injecting it by Catoblepas


means of their bite. Anyone hit by a spit attack must make
a save v. Poison or become blinded, and anyone bitten Armor Class: 13
must make a save v. Poison or die within three rounds. Hit Dice: 7**
No. of Attacks: 1 tail/gaze
Like other undead creatures bone vipers may be Turned
Damage: 1d6/special
by Clerics.
Movement: 20'
No. Appearing: 1d3
Bruhl Save As: Fighter: 7
Armor Class: 14 (11) Morale: 8
Hit Dice: 1 Treasure Type: C
No. of Attacks: 1 weapon XP: 800
Damage: 1d8 or by weapon A Catoblepas is a fantastically ugly creature with a
Movement: 30' Unarmored 40' warthog-like face and body, a long neck, and a powerful
No. Appearing: 2d4, Wild 3d6, Lair 10d6 tail ending in a bone club like an ankylosaurus. All told it is
Save As: Fighter: 1 about 10 feet long and 700 pounds in weight. A
Morale: 8 catoblepas feasts on poisonous plants, and as a general
Treasure Type: Q, R each; D in lair rule prefer to be left alone to stew in their own misery, but
XP: 25 if threatened will attempt to ward away attackers with their
tails. More dangerous is their gaze, which shines with a
Bruhl appear to be some sort of feral pre-human race, pale green beam of light any creature that this ray
similar to neanderthals (cavemen) but slightly smaller and touches must save vs. Death Ray or be instantly killed.
more simian-like. Despite their appearance, a bruhl is Fortunately, its ungainly-balanced neck and general
intelligent, wielding weaponry, wearing skins and leathers unwillingness to get involved means that it will only be
for clothing or armor, and even have an occasional able to bring its head to bear once every 1d4 rounds.
shaman or witchdoctor amongst their populations. However if it should gain surprise, a catoblepas will nearly
However, their tribal societies are brutal and destructive, always forget itself and glance upward long enough to use
and they nearly universally seek to subjugate other races. its gaze. The many deaths it inadvertently causes in this
They are known to keep slaves. manner are a source of great distress for it. Catoblepas are
immune to any magical effects that causes instant death,
Bruhl have darkvision to 60'. They suffer a -1 attack including disintegration.
penalty in bright sunlight or within the radius of a spell
causing magical light. Bruhl speak their own rough and
simple language, but many also speak common to some
Cheiropteran
degree. All bruhl are densely muscled, receiving a +1 Armor Class: 16 (or better)
bonus to hit and damage.
Hit Dice: 4 (or better)
One out of every eight bruhl will be a warrior of 2 Hit Dice No. of Attacks: 1
(75 XP). Regular bruhl gain a +1 bonus to their morale if Damage: By weapon (with +2 STR bonus)
they are led by such a warrior. In bruhl lairs, one out of Movement: 30'
every twelve will be a sub-chief of 4 Hit Dice (240 XP) No. Appearing: Wild 2d6, Lair 10d6
with better armor and equipment; AC 15 (11), a Save As: Fighter: 4 (or better)
movement 20', and having a +2 bonus to damage due to Morale: 9
strength. In lairs of 30 or more, there will be a bruhl
Treasure Type: B, M (lair only)
chieftain of 6 Hit Dice (500 XP), with an AC of 16 (11),
movement 20', and having a +3 bonus to damage. In the XP:
lair, bruhl never fail a morale check as long as the bruhl Cheiropterans look like bugbears with the heads of great,
chieftain is alive. In addition, a lair has a chance equal to misshapen bats. Their empty eyesockets are sewn shut.
1-2 on 1d6 of a shaman being present. A shaman is They are typically armoured with mailshirts and wear hard,
equivalent to a warrior bruhl statistically, but has clerical heavy boots. They are the bat-people of the deep
abilities at level 1d4+1. In a similar fashion, there is a underdark. They are born with eyes, but their priests
chance equal to 1 on 1d6 for a witchdoctor bruhl. A sacrifice their eyes to Camazotz shortly after birth, so
witchdoctor bruhl has 1d4 levels of clerical and magic-user almost all cheiropterans encountered will be blind. They
ability. can "see" through echolocation as a bat does.

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Basic Fantasy Field Guide 2 Monsters

For every 10 cheiropterans, one will be a corporal with Chupacabra


AC16 and 5 hit dice. For every 30, one will be a sergeant
with AC17 and 41-50 hit points, attacking as a 6 HD Armor Class: 16
monster. If there are 50 or more, one will be a captain with Hit Dice: 2 + 3 HP
AC18 and 51-60 hit points, attacking as a 7 HD monster. No. of Attacks: 1
There is a 50% chance that a priest will accompany a party Damage: 1d8
of cheiropterans. Priests are clerics with full spellcasting Movement: 30' Hop
powers of level 4-7. If a priest is encountered there will
No. Appearing: 3d6 (with Cheiropterans), Wild 1d2
also be 1-3 acolytes of level 1-3. Females are only
Save As: Fighter: 1 (or better)
encountered in their lair, and if they must fight they do so
as gnolls; there will be females equal to 50% of the Morale: 9
number of males. Where females are encountered there Treasure Type: None
will be one whelp for every female. Whelps will typically XP: 100 + 2/HP
flee but can fight as goblins if they must.
Reptiles with a row of spines running down their backs,
80% of a given force will be armed with halberds, 20% chupacabras hop like kangaroos. Their eyes glow red and
with longbows. their screech is awful to hear. They are nocturnal
carnivores.
Cheiropterans are immune to any magic involving their
vision, including most illusions. Magical silence affects Chupacabras are feared in farming communities because
them as darkness would affect a sighted creature. they kill so much livestock. A chupacabra will kill far more
than it needs to eat. They particularly love the taste of
Rumour has it that the two great cheiropteran cities, which goat.
lie deep underground, are each ruled by a council of High
Priests called Hierarchs, whom Camazotz has blessed with Owing to the chubacabra's excellent sense of smell,
vampirism. Other rumours speak of renegade Cheiropterans train them and use them as hounds.
cheiropterans with eyes.

Personal equipment: In addition to the treasure shown,


Cragodile
individual cheiropterans will carry 1d100 triangular bone Armor Class: 20
coins. These are religious tokens, of value only to
Hit Dice: 8
cheiropterans. They will also carry a strip of chewed
No. of Attacks: 1 bite or tail
rawhide. This is an ancestor-strip, bearing the teeth-marks
of the preceding generations, and may be ransomed back Damage: 2d8 bite or 3d6 tail
to the cheiropteran leaders for as much as 10gp. Priests Movement: 30' (10') Swim 30' (10')
will carry a silver holy symbol of Camazotz which is worth No. Appearing: Wild 1d4
25gp on the open market, or 100gp in ransom to the Save As: Fighter: 8
leaders. Morale: 9
Treasure Type: None
Wandering Cheiropterans are sometimes (35%) found
together with 3d6 chupacabras (q.v.), which they train as XP: 875
hounds. A Cheiropteran lair has a 90% chance of A Cragodile is akin to a normal crocodile but with a heavy
containing 5d6 Chupacabras. stony hide. Unlike their more temperate to tropical
relatives, a cragodile may be found in virtually any climate.
It hunts the shallows and banks of waterways, remaining
submerged until prey comes within reach and surprising
on 1-4 on 1d6. Because of a cragodile's exceptionally hard
skin it takes half damage from piercing or edged weapon
attacks. A cragodile is significantly heavier than its normal
kin and does not actually swim. The swim speed listed is
actually more of a run speed along the bottom of a
water way which it can navigate as easily as on dry land.

7
Monsters Basic Fantasy Field Guide 2

Crystalline Egret Deep One, Common


Armor Class: 17 Armor Class: 16
Hit Dice: 5** Hit Dice: 3+3
No. of Attacks: 2 Claws or 1 Bite or 1 Breath No. of Attacks: 2 claws or by weapon
Damage: 1d6 claws, 1d8 bite, 2d8 breath Damage: 1d4 claws or by weapon
Movement: 10' Fly 70' Movement: 20' Swim 30'
No. Appearing: 1d2 No. Appearing: 1d8, Lair 5d8
Save As: Fighter: 5 Save As: Fighter: 3
Morale: 12 Morale: 8
Treasure Type: None + 1 small diamond (~300 gp) Treasure Type: A
XP: 450 XP: 145

This construct appears to be a very large (5 ft. tall) white A Common Deep One is a scaled humanoid resembling
egret at first glance, but upon further inspection it can be both frog and fish. Its huge unblinking eyes give it
seen that the Crystalline Egret is in fact one large piece of darkvision to 60' and superior eyesight while underwater.
ice. Because of the egrets pure white color it can surprise Its clawed hands and feet are webbed, enabling
on 1-4 on a d6 roll when there are snowy or cloudy exceptional swimming ability. As inhuman as a deep one
conditions. Once every 1d4+1 rounds the crystalline egret looks, it can produce offspring from unions with various
is capable of breathing shards of ice toward a single humanoids that look completely normal (for the non-deep
opponent up to 10 feet away. These icy shards do 2d8 one stock).
damage, but the target gets a save vs. Dragon Breath for
half damage. The icy shards are hard and sharp, causing Communities of deep ones are found far down in bodies
physical damage so cold resistance is not really a factor of water, but generally within proximity of coastal
and does not grant any bonus in this case. When the egret humanoid settlements. In such a community one will find
is not breathing these ice splinters it attacks with its beak more powerful deep ones with additional powers.
(bite) or claws.
I think their predominant color was a greyish-green,
The creator of a crystalline egret places one diamond in though they had white bellies. They were mostly shiny
the head of the egret as a focus for the animating magic. and slippery, but the ridges of their backs were scaly.
The creator can telepathically give it a command through Their forms vaguely suggested the anthropoid, while their
the diamond which it will obey with all of the creator's heads were the heads of fish, with prodigious bulging
intentions, although this does not necessarily mean the eyes that never closed. At the sides of their necks were
creator knows what the egret is doing. The egret will begin palpitating gills, and their long paws were webbed. They
to melt in temperatures above freezing unless special hopped irregularly, sometimes on two legs and sometimes
precautions are taken by the creator (protection from fire on four. I was somehow glad that they had no more than
spell is probably appropriate). If unprotected the egret will four limbs. Their croaking, baying voices, clearly used for
take an extra 1d6 damage from attacks involving fire or articulate speech, held all the dark shades of expression
heat. which their staring faces lacked... They were the
blasphemous fish-frogs of the nameless design living
and horrible
Deep Ones
-H.P. Lovecraft, The Shadow Over Innsmouth
Deep Ones are a race of picean-beings, combining
qualities of fish, amphibian, and humanoid traits. Deep
ones revere ancient elder beings of the deep that likely
predate the arrival of the gods of humans, dwarves, and
the like.

Deep ones will secretly trade and form pacts with


humanoids in coastal communities. These pacts inevitably
include dark rituals, sacrifices, and even inter-breeding
with the humanoid populations. The hybrids from such
unions often rise to power within secret cults of dark god-
beings.

8
Basic Fantasy Field Guide 2 Monsters

Deep One, Hybrid A dracomander is known to associate with normal


salamanders of the same sort, though it will not generally
Armor Class: 14 share a lair with one due to their greed (i.e. allowing
Hit Dice: 1+1 another intelligent monster in the lair is risking the theft of
No. of Attacks: 2 claws or by weapon some of the dracomander's treasure). Likewise, a
Damage: 1d2 claws or by weapon dracomander is known to hate both salamanders and
Movement: 30' Swim 20' dracomanders of other types.Dracomander, Flame*
No. Appearing: 2d4, Lair 4d8
Armor Class: 19
Save As: Fighter: 1
Hit Dice: 8**
Morale: 7
No. of Attacks: 1 bite or breath/2 claws/1 tail plus heat
Treasure Type: C
Damage: 2d6 or breath/1d6/1d6/1d6
XP: 25 + 1d8 per round
A Deep One Hybrid starts off life as a normal member of Movement: 30' Fly 80' (15')
their humanoid parent's race. In fact, in the beginning most No. Appearing: 1, Wild 1, Lair 1d4
are completely unaware of their connection to those Save As: Fighter: 8 (as Hit Dice)
dwellers of the deep. Over time the hybrid slowly Morale: 8
transforms into a true deep one as it takes on traits such as Treasure Type: H
glassy unblinking eyes, small or complete lack of ears, XP: 1,015
webbing between fingers and toes, or folds along one's
neck that eventually become gills. As the traits develop the A Flame Dracomanders looks like a giant snake, more
hybrid individual becomes reclusive and increasingly of an than 12' long, with dragon-like heads and wings and lizard
alien mindset. The full transformation takes a variable forelimbs. Their scales are all the colors of flame red,
amount time, though not usually completing before the orange, and yellow. A flame dracomander is flaming hot,
individual becomes middle-aged. When the traits become and all non-fire-resistant creatures within 20' of the
too obvious to conceal the hybrid departs society to join monster suffer 1d8 points of damage per round from the
with the deep ones. heat. It is immune to damage from any fire or heat attack.

While still within his humanoid community, a deep one Flame Dracomander Age Table
hybrid will continue with a traditional trade or profession Age Category 1 2 3 4 5 6 7
while operating in secret cults with dark rituals, furthering Hit Dice 5 6 7 8 9 10 11
the sect's vile goals. It is possible that such a hybrid has Attack Bonus +5 +6 +7 +8 +8 +9 +9
class-based abilities; as such, the individual may have Breath Weapon Fire (Cone)
substantially different stats than those listed above, which
Length - 40' 50' 60' 70' 80' 90'
represent a basic mid-point in the hybrid's transformation.
Width - 15' 20' 25' 30' 35' 40'
Chance/Talking 0% 25% 30% 35% 45% 60% 70%
Dracomander Spells by Level
Level 1 - 1 2 3 4 4 4
Dracomanders are weird monsters combining features of
both dragons and salamanders. It conforms to the rules Level 2 - - 1 1 2 2 3
provided for true dragons in most cases (i.e. it has a breath Level 3 - - - - 1 2 3
weapon, age categories, may or may not speak, may or Claw 1d4 1d4 1d6 1d6 1d6 1d8 1d8
may not cast spells, and so on); exceptions will be noted Bite 2d4 2d4 2d6 2d6 2d6 2d8 2d8
below. Despite its dragon-like appearance, a dracomander Tail 1d4 1d4 1d4 1d6 1d6 1d8 1d8
also possesses the elemental powers of salamanders, in
particular their area effect damage and resistance to non-
magical weapons.

In general, a dracomander will resemble the "normal"


salamander of the same type but with the addition of
dragon wings.

It is not known whether a dracomander is actually a


natural creature from the Elemental Planes, or if they are
in fact the result of a magical hybrid.

9
Monsters Basic Fantasy Field Guide 2

Dracomander, Frost* Dracomander, Lightning*


Armor Class: 21 Armor Class: 20
Hit Dice: 10** (+9) Hit Dice: 9**
No. of Attacks: 1 bite or breath/4 claws/1 tail plus cold No. of Attacks: 2 bites or breath/1 tail plus lightning
Damage: 2d10 or breath/1d8/1d8/1d8/1d8/1d6 Damage: 2d8 or breath/2d8 or breath/1d6
+ 1d8 per round + 1d8 per round
Movement: 30' Fly 80' (15') Movement: 30' Fly 80' (15')
No. Appearing: 1, Wild 1, Lair 1d4 No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 10 (as Hit Dice) Save As: Fighter: 9 (as Hit Dice)
Morale: 9 Morale: 8
Treasure Type: H Treasure Type: H
XP: 1,480 XP: 1,225

A Frost Dracomanders looks like a giant lizard with six A Lightning Dracomander resembles a giant snake more
legs and a pair of dragon wings. Its scales are the colors of than 12' long with two dragon-like heads (with long
ice white, pale gray, and pale blue. A frost dracomanders serpentine necks) and a pair of dragon wings. Their scales
is very cold, and all non-cold-resistant creatures within 20' are all the colors of lightning: white, blue, purple, and
suffer 1d8 points of damage per round from the cold. It is yellow. A lightning dracomander constantly emits little
completely immune to all types of cold-based attacks. bolts of lightning; all non-lightning-resistant creatures
within 20' of the monster suffer 1d8 points of damage per
Frost Dracomander Age Table round from being struck by them. Lightning
Age Category 1 2 3 4 5 6 7 dracomanders are immune to damage from any type of
Hit Dice 7 8 9 10 11 12 13 electrical or lightning attack.
Attack Bonus +7 +8 +8 +9 +9 +10 +10
Breath Weapon Cold (Cone) A lightning dracomander may project its breath weapon
from either mouth, or even from both, but may not use
Length - 50' 60' 70' 80' 90' 100'
the breath weapon more times than it has hit dice in any
Width - 20' 25' 30' 35' 40' 45' day (in other words, an adult lightning dracomander may
Chance/Talking 0% 35% 40% 45% 55% 70% 80% not use the breath weapon 9 times per day from each
Spells by Level mouth, but rather 9 times per day total). Anyone in the
Level 1 - 1 2 3 4 4 4 area effect of both breath weapons in the same round
Level 2 - - 1 2 2 3 3 suffers damage only from one of them (generally the one
Level 3 - - - 1 2 2 3 with the higher damage total).
Claw 1d4 1d4 1d6 1d8 1d6 1d8 1d8
As with the lightning salamander, this monster has only
Bite 2d4 2d6 2d8 2d10 2d10 2d10 2d12 one mind despite having two heads.
Tail 1d4 1d4 1d4 1d6 1d6 1d8 1d8
Lightning Dracomander Age Table
Age Category 1 2 3 4 5 6 7
Hit Dice 6 7 8 9 10 11 12
Attack Bonus +6 +7 +8 +8 +9 +9 +10
Breath Weapon Lightning (Line)
Length - 45' 55' 65' 75' 85' 95'
Width - 15' 20' 25' 30' 35' 40'
Chance/Talking 0% 30% 35% 40% 50% 65% 75%
Spells by Level
Level 1 - 1 2 4 4 4 4
Level 2 - - 1 2 2 2 3
Level 3 - - - - 1 2 3
Bite 2d4 2d6 2d6 2d8 2d8 2d8 2d10
Tail 1d4 1d4 1d4 1d6 1d6 1d8 1d8

10
Basic Fantasy Field Guide 2 Monsters

Dragonhawke incapable of speech or spell, but at least as clever as the


typical dragon. A group of dragophants will move to
Armor Class: 16 surround whatever the alpha is attacking and will not need
Hit Dice: 2 to check morale unless the alpha is killed or incapacitated.
No. of Attacks: 4 claws + 1 bite
Like their dragon brethren, a dragophant will often have
Damage: 1d3 claws, 1d4 bite
treasures, adorning itself haphazardly with shiny baubles
Movement: 10' Fly 120'
and such. Excess treasure that can't be worn or carried is
No. Appearing: 1d3 often stashed in a central location in an alpha dragophant's
Save As: Fighter: 2 territory.
Morale: 8
Treasure Type: None Drax'xion, The First Death Dragon
XP: 75
Armor Class: 28
Dragonhawkes appear to be small dragon creatures with Hit Dice: 19** (AB +12)
certain bird-like features. Each has sharp claws on each of
No. of Attacks: 2 claws + paralysis/1 bite or
its four legs and a sharp beak on its head. The
breath/1 tail
dragonhawke is covered with feather-like scales in a
Damage: 2d10 claws, 6d8 bite or breath,
variety of patterns that mirror many bird-of-prey species
2d10 tail
like eagles, hawks, and owls. The eagle and hawk-like
variants have exceptional distance vision, while the Movement: 30' Fly 80'
nocturnal owl-like ones have keen night vision (out to No. Appearing: 1
120'). Save As: Magic-User: 19
Morale: 12
Like an eagle, a dragonhawke typically attacks from a Treasure Type: H,A,G (x2)
great height, diving earthward at tremendous speed (use XP: 4,850
charging rules). When it cannot dive, it uses its powerful
talons and slashing beak to strike at its targets head and Drax'xion is the fabled undead dread dragon. A former
eyes. consort to an evil goddess, he was cast out to die, but
achieved undeath by another, mysterious deity. He lies in
Dragonhawkes are highly prized by many cultures when wait, in a state of lichdom, hidden away inside his cursed
trained as hunting beasts. Certain fey creatures will use lair for the time to avenge his death and rebirth. His
them as mounts. influence is small, almost to a point of few knowing of him
let alone his true terrifying might.
Dragophant (and Alpha)
Drax'xion has three breath weapons and various spell-like
Dragophant Alpha Dragophant abilities. He has a flame breath (cone-shaped) 110' long
Armor Class: 8** 9** and 60' wide and a death cloud of the same size, dealing
Hit Dice: 1d4 HP 4+4 3d10 damage. Anyone hit by the cloud must make a save
No. of Attacks: 2 tusks/1 stomp or breath (steam cloud) vs. Death Ray or contract Mummy Rot, a disease that
Damage: 1d6/1d6/3d8 or 8d8 1d8/1d8/3d8 or 9d8 prevents normal or magical healing. A cure disease spell
breath breath must be cast on the victim before he or she may regain hit
points.
Movement: 30' Fly 60' (15')
No. Appearing: 1, Wild 1d4 1, Wild 1 His third breath weapon is the dreaded Death Wind,
Save As: Fighter: 8 Fighter: 9 which is 60' long and 30' wide. Target(s) must save vs.
Morale: 7 8 Dragon Breath or die. Drax'xion only uses this when he
Treasure Type: F H feels he has no choice, as he can only summon the
XP: 1015 1,225 negative energy to do it every few months. As an added
effect, any slain undead near the dragon will arise back to
A monster of the savannahs and low hills of the south and undeath to serve him as though they had never taken
east, the Dragophant is a foul mixture of dragon and damage.
elephant. Some legends speak of a vile experiment, others
saying that some tribe angered the ancestors or gods. Edged weapons deal only half damage to Drax'xion and
Though rare, these beasts often travel in small groups clerics cannot Turn the undead dragon.
dominated by an alpha male. Aggressive and fairly mean-
spirited, one appears not to be as intelligent as a dragon,

11
Monsters Basic Fantasy Field Guide 2

Drax'xion Can summon 3 haunted bones (see the BFRPG The statistics given above are for a standard dwarrow in
Field Guide) each turn. There can be no more than 6 chain mail with a shield. One our of every eight dwarrow
haunted bones summoned at any one time. will be a sergeant of 3+3 Hit Dice (145 XP). Regular
dwarrow led by a sergeant gain a +1 bonus to their
Drax'xion can cast death, disintegrate, and ice storm morale. In a lair or other settlement, one out of every 16
twice per day. He can cast regenerate and phantasmal will be a dwarrow captain of 5+5 Hit Dice (360 XP) having
force three times per day. a +1 bonus to damage due to strength. In lairs or other
settlements of 30 or greater, there will be a dwarrow
In addition to his treasure hoard, Drax'xion holds within his overlord of 7+7 Hit Dice (670 XP), with an Armor Class of
lair 50,000 gp worth of rare gems, 10,000 gp worth of 18 (11) and having a +2 bonus to damage. In the lair,
ancient paintings and portraits, 5,000 gp in rare books and regular dwarrow gain a +2 bonus to their morale as long
tomes, a spellbook with 12,000gp worth of spells inscribed as the overlord is alive. In addition, a lair or other
in it, a +5 shortsword of ice, a +4 mace of fire, a dagger settlement has a chance equal to 1-3 on 1d6 of a dark
of wishes, and a ring of invisibility. priest being present (or 1-4 on 1d6 if a dwarrow overlord
is present), and a 1-2 on 1d6 of a sorcerer. A dark priest is
Merely destroying Drax'xion's body will not kill him; an
equivalent to a dwarrow sergeant statistically, but has
adventurer needs to find his phylactery and destroy it, else
Clerical abilities at level 1d6+1. A sorcerer is equivalent to
he rises again. It appears as an ornate crystal jar wrapped
a regular dwarrow, but has Magic-User abilities of level
in dragon's teeth, hidden in his hoard. A disintegrate spell
1d4+2.
or a wish will destroy it outright. Otherwise the phylactery
has 50 hit points and an AC of 20.
Elchman
If an adventurer were to take the phylactery, Drax'xion will
hunt them down to retrieve it. He is able to locate the Armor Class: 16 (14)
phylactery from anywhere, regardless of distance. Hit Dice: 9
No. of Attacks: 1 gore or 1 weapon
Dwarrow Damage: 2d6 or by weapon +3
Movement: 30' Unarmored 40'
Armor Class: 16 (11) No. Appearing: 1d6, Wild 2d4, Lair 4d8
Hit Dice: 1+1 Save As: Fighter: 9
No. of Attacks: 1 weapon Morale: 9
Damage: 1d6 or by weapon Treasure Type: B
Movement: 20' Unarmored 40' XP: 1075
No. Appearing: 1d8, Wild 2d6, Lair 5d10
Save As: Fighter: 1 (w/ Dwarf bonuses) An Elchman resembles a bull-headed minotaur, only
Morale: 8 substantially larger and having the massive head and
antlers of a northern moose. Each elchman stands greater
Treasure Type: Q, S each; B, L in lair
than 15 feet tall. Luckily they are largely solitary wanderers
XP: 25
of northern marsh or lake-riddled lands. An elchman can
Dwarrow are a grim, evil race who are cousins to the be quite aggressive if one comes too near, but are
dwarves. It is similar to dwarves in appearance but are far otherwise fairly docile when left alone.
less stocky. A dwarrow has ashen gray skin, black or white
An elchman usually attacks with its massive antler rack, but
hair, large nose, drooping mustache, and short beard. A
may also use a weapon with a +3 damage bonus due to its
dwarrow prefers to wear drab, dark colors to better blend
great strength. An elchman sheds its antlers each year, so
into the background of its stronghold. It is an expert
there are periods when one's antlers are too small to attack
craftsmen and its weapons and gear is always of the
with. While each is completely furred, an elchman will
highest quality. A dwarrow is a courageous fighter and
wear additional hides or furs from creatures such as bears
employs advanced tactics in battle. It hates dwarves and
or wolves, but never from herbivores. Like most
will attack them first unless ordered otherwise. It suffers the
inhabitants of the northern climates, an elchman is
same weapon restrictions as dwarves.
essentially immune to cold environmental effects and even
Dwarrow have Darkvision to a range of 80'. It can speak extreme or magical cold causes only half-damage. If a save
both dwarven and common, though it rarely speaks to is involved with such a cold-based effect, it receives a +4
non-dwarrow. bonus.

12
Basic Fantasy Field Guide 2 Monsters

Elemental, Timber-Wolf* much like a walrus. A tusker is thick-skinned and has


ample fat reserves giving one protection from both
Armor Class: 24 physical attacks and is essentially immune to cold
Hit Dice: 18* (AB +12) environmental effects. Even extreme or magical cold
No. of Attacks: 1 bite or 1 trample 3d8 bite, 4d10 causes only half-damage. If a save is involved with such a
trample cold-based effect, a tusker receives a +4 bonus. Any tusker
Damage: 3d8 bite, 4d10 trample involved in grappling attacks does +2 damage due to its
Movement: 40' (10') tusks, but otherwise a tusker does not attack directly with
No. Appearing: 1 the tusks.
Save As: Fighter: 18 One out of every five tuskers will be a warrior of 4+4 hit
Morale: 11 dice (4d8+4 hit points worth 240 XP) and even tougher
Treasure Type: None skin (AC 16). Regular tuskers gain a +1 bonus to their
XP: 4,160 morale if they are led by a warrior. In tusker villages, one
will be a chieftain of 8+8 hit dice (8d8+8 hit points worth
Unlike a mundane wood elemental summoned by a spell 875 XP) with an Armor Class of 18, having a +2 bonus to
caster, a Timber-Wolf is a manifestation of nature in a damage due to strength.
state of rage. The timber-wolf appears as rough-cut logs,
branches, and leafy material assembled into a gigantic
roughly canine shape. It attacks by biting or trampling. In
Fyrenewt*
order to trample it must move at least 10 feet. A timber- Armor Class: 16 (12)
wolf's trample is so devastating that it can damage Hit Dice: 2+2*
structures as surely as a siege battering ram.
No. of Attacks: 1 weapon + special
Like other elementals, magical weapons or spells are Damage: By weapon
required to damage a Timber-Wolf. Consisting primarily of Movement: 30'
wood, it takes double damage from magical fire attacks, No. Appearing: Caravan 3d8, Lair 10d10
but takes normal damage from mundane or small fire Save As: Fighter: 2
attacks. Unlike standard elementals, there is a basic Morale: 8
intelligence behind these behemoths, albeit in a state of
Treasure Type: Q, S, U individually; B in lair
rage. The exact catalyst that brings forth a timber-wolf is
XP: 100
not known, but seems to follow a massive logging episode
or similar devastation of a forested region. When one Usually found in arid regions of volcanic activity, a
appears, it is primarily concerned with destroying or Fyrenewt is perhaps distantly related to wugs (see the
driving out that which threatens the forests. Over the ages, BFRPG Field Guide) or lizardmen (see the BFRPG Core
more than one settlement has been completely leveled by Rules). A fyrenewt has the general appearance of a man-
a timber-wolf. sized humanoid amphibian of the salamander sort. Rather
than slick or slimy, a fyrenewt's skin is rather rough and
Eyvique (Tusker) sandy in texture and has hues of crimson-tinted browns.
Fyrenewts speak their own language.
Armor Class: 14
Hit Dice: 2+2 The typical fyrenewt warrior wears armor predominantly
No. of Attacks: 1 weapon of chain links and wields a metal weapon such as a sword
Damage: 1d6 or by weapon or metal-shafted lance. In addition to a weapon attack, the
fyrenewt can breathe forth a spray (cone-shaped) of fluid
Movement: 30' Unarmored 40' Swim 30'
that instantly ignites on contact with air. This breath
No. Appearing: 1d6, Wild 2d4, Lair 4d8 weapon is usable no more than once every ten rounds,
Save As: Fighter: 2 and causes 2d4 damage (or half if a save vs. Dragon
Morale: 8 Breath succeeds) to any creatures within 10 feet in front of
Treasure Type: Q, R each; D, K in lair the fyrenewt.
XP: 75
A fyrenewt is immune to non-magical fire attacks, and
Known as Eyvique (sounding essentially like eye-vick) in even against magical fire sources takes only half damage
their native tongue, Tuskers are stout humanoids living in (or less if a save would reduce the damage, and this save is
cool to arctic coastal regions. Similar in stature to dwarves, made at +4). Conversely, cold-based attacks against a
tuskers live simple lives fishing and whaling. As their name fyrenewt causes double damage and the fyrenewt has an
suggests they have a pair of long downward-pointing tusks additional -2 penalty on the appropriate saves.

13
Monsters Basic Fantasy Field Guide 2

Fyrenewts have stronger leaders that wear plate mail (AC undead within the Ghostcap Blooms area of pollination
18) and have 4+4 hit dice (280 XP). This leader's breath will drag their victims corpses to the plant so it can devour
weapon causes 4d4 damage (1d4 per hit die). There may and break down their remains.
be even stronger chieftains or kings. Any particular
individual fyrenewt may also be a priest with clerical levels A Ghostcap Bloom is subject to Turning; the main plant is
equivalent to one's hit die (about 1 in 4 will have clerical equivalent to a 4HD creature, and the smaller bushes as
ability). These clerical members prefer spells involving 2HD each. A smaller bush is outright destroyed by a
heat, flame, or fire. If the GM utilizes the optional druid successful Turn, while the main bush, if successfully
supplement, then the fyrenewt may choose fire-oriented Turned (but not destroyed), receives a -3 penalty on all
spells from the druid spell list. Even traditional spells are attack rolls for 2d4 turns.
often cast in such a way as to include fire, smoke, heat or
the like in ways that are cosmetic only. For instance, a Giant Flying Brain
protection from evil spell might appear to line the
fyrenewt in a flame-like aura. GM Note: Not to be confused with the giant flying Brian.

Fyrenewt communities often trade their forged weapons Armor Class: 12


with other beings. Because their homes are toxic Hit Dice: 5*+1
dangerous locales, the fyrenewts are often the ones who No. of Attacks: Spells
form well-guarded caravans. Damage: By spell
Movement: Fly 50'
Ghostcap Bloom No. Appearing: Lair 1d4
Save As: Magic-User: 5
Armor Class: 12
Morale: 8
Hit Dice: 4 (main bush), 2 (small bushes)
Treasure Type: None
No. of Attacks: 1 + special (per bush in reach of
20ft) XP: 405
Damage: 1d4 + special Created as a unique form of homunculus, a Giant Flying
Movement: 0 Brains is a giant disembodied brain that is 6' tall and 6'
No. Appearing: 1 main bush plus 1d8-1 small wide, and hovers approximately 5' to 10' in the air. Despite
bushes not having limbs, it is highly intelligent, able to cast spells
Save As: Fighter: 4 to protect themselves from potential harm. It also has the
Morale: 12 ability to read the thoughts of sentient creatures within a
Treasure Type: U 100' range. Without appendages, it cannot hold any type
XP: 240 of treasure, but can be found guarding places or things
containing great knowledge, such as libraries or magical
The Ghostcap Bloom is a tall undead plant usually found repositories.
within abandoned graveyards, battlefields, and crypts.
Smaller bushes, up to 3 feet tall, branch off from the main A giant flying brain can cast spells as a 4th level magic-
one in a perimeter of up to twenty feet. These small user. When encountering a giant flying brain, PCs must
bushes bear clusters of the flowers that give the plant its save vs. Spells or be paralyzed for 2d8 turns as if targeted
name. It collects both flesh and spirit essence as fertilizer by a hold person spell.
by grabbing and crushing any living being (even magical
ones) it gets hold of. Laying very still, the Ghostcap Bloom
surprises on a roll of 1-3 on 1d6. A successful hit entangles
the victim, suffering an additional 1d4 points of damage
each round thereafter. A victim may attempt to escape by
rolling a savings throw vs. Death Ray (with Strength bonus
added).

In late autumn they produce a sickly sweet and musky


aroma which attracts lesser undead to them, such as
skeletons (1d8) and zombies (1d6-1) shuffling around the
plant's bed. The Ghostcap Bloom does not appear to
control these undead, as they do not defend the plant
when it's attacked. But it has been observed that any

14
Basic Fantasy Field Guide 2 Monsters

Giant, Sand Gila


Armor Class: 15 (13) Armor Class: 15
Hit Dice: 13 Hit Dice: 1-1
No. of Attacks: 1 weapon No. of Attacks: 1 bite/1 weapon
Damage: 3d6 or by weapon Damage: 1d4/by weapon
Movement: 50' Movement: 30' Unarmored 40'
No. Appearing: Wild 2d10 No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 13 Save As: Fighter: 1
Morale: 8 Morale: 8
Treasure Type: E + 1d12x1000 gp Treasure Type: Q, R each; D, K in lair
XP: 2,175 XP: 10

Sand Giants have dark swarthy skin, and are particularly Gila (singular and plural) are a race of relatively small
hairy. A sand giant's hair is always black, which only helps lizard men. Standing about 4 feet in height, each has
their shining blue eyes stand out. A sand giants dresses in varying patterns of light and dark scales, and these scales
flowing white robes and wears a veil over its faces to keep tend to be thicker and denser than those found in other
out the blowing sand. Sand giant warriors typically wear lizard folk. Gila tend towards slow and sluggish
thick leather armor under their robes. They scorn most mannerisms, but are fully capable of normal movement
decoration, excepting a few pieces of finely-crafted rates and activities when there is a need. Gila are not
jewelry. An adult male is about 17 feet tall and weighs inherently aggressive but are very territorial and defensive
around 3,500 pounds. Females are the same height and of one's personal space.
only slightly lighter. Sand giants can live for up to 400
years. When using a small or medium-sized melee weapon a gila
may also bite for 1d4 damage, which also delivers a mild
In the past they once ruled over their own desert but otherwise painful toxin. Affected may save vs. Poison
kingdoms, but they were driven into the wastes by or suffer an additional 1d3 damage and a -1
encroaching humans and humanoids centuries ago. A attack/damage penalty for next four hours. Multiple bites
sand giant lives as a nomad, grazing its herd of cattle upon will cause additional damage and the penalties are
whatever sparse vegetation it comes across. In some cumulative. While the toxin is active, rest is impossible, as
particularly fertile places a tribe of giants will settle down are activities that require rest or inactivity (such as spell
and establish a village were they grow date palms. A sand memorization). A neutralize poison spell will nullify this
giants is belligerent and haughty, and sees no problem lingering effect.
grazing its cattle on another farmer's crops. In lean times
young male giants will often hire themselves out as One out of every five gila will be a warrior of 3-3 hit dice
mercenaries to help support their families. (3d8-3 hit points worth 145 XP) and even tougher skin
(AC 16). Regular gila gain a +1 bonus to their morale if
A sand giant is a skilled warrior and often fights with well- they are led by a warrior. In a gila village, one out of every
crafted scimitars and enormous bows. It bow has double ten will be a chieftain of 5-5 hit dice (5d8-5 hit points
the range of a standard longbow. Whether attacking with worth 360 XP) with an Armor Class of 17, having a +1
weapons or their own powerful fists, a sand giants deals bonus to damage due to strength.
3d6 points of damage.
Glyph, Sapient
All stats: Do not apply.

One of the weirder creatures in the worlds of BFRPG is


the Sapient Glyph. Many creatures make writings. The
more literate ghouls scrawl graffitoes on the walls of their
tombs, expressing their obscene hunger in verse or prose:
demons pen missives of fury and contempt on the flayed
skins of babies, mummies inscribe strange hieroglyphs in
their pyramids, vampires may write of their thirst,
werewolves of their rage, and dragons of their greed. Few
of these writings are anything more than they seem. But
those which are written by magical creatures and heavily

15
Monsters Basic Fantasy Field Guide 2

charged with emotion may, when subjected to an intense Gorophont


magical field, form a Sapient Glyph a kind of sentient
writing. Armor Class: 18
Hit Dice: 9
Sapient Glyphs lack bodies and are completely sessile. No. of Attacks: 1 punch/1 weapon, or 1 trample
They have no senses at all, no concept of time or the
Damage: 1d6/1d8, or 3d6
world outside. Their only means of release is if they are
Movement: 40'
read. Thus until this happens, they more resemble traps,
or curses, than monsters. No. Appearing: Wild 2d4, Lair 5d4
Save As: Fighter: 9
Reading a Glyph is not normally an easy task. They are Morale: 10
usually couched in tongues which are alien, ancient, or Treasure Type: None
both, and unless both language and alphabet are known XP: 1,075
to the reader (or translated via such magics as read
languages) they will have no effect. If the reader Gorophonts are a centaur-type creature, having the upper
understands the Glyph, he or she must immediately make body of a gorilla and the lower body of a small elephant.
a savings throw vs. death. If the savings throw is passed, Gorophonts are fierce territorial creatures, and they
the Glyph discharges its emotional burden through the typically fight with a very large lance.
character and is destroyed. The character will be
incapacitated for 1d6 turns through the rush of feeling but Gorophonts are great trackers and hunters. There is only a
suffers no other ill effects, and the writing will thereafter be 1 in 6 chance of surprising them. Gorophonts also have a
merely disturbing. 1 in 6 chance of casually observing tracks on the road, and
a 3 in 6 chance to actively track a prey; against known
If the savings throw is failed, however, the character is preys, this increases to a 5 in 6 chance.
overwhelmed with the emotion and the Sapient Glyph
takes over. Initially the Sapient Glyph will try to express its There is a 1 in 10 chance that a Gorophont will be a
pent-up emotion. A Rage Glyph will scream curses and Silverback, having an extra +2 to any damage roll, a Moral
attack a nearby creature; a Hunger Glyph will delve into its score of 12, and an XP value of 1,150. Any Gorophont
backpack for rations, or bite the closest thing that seems fighting alongside a Silverback counts its Morale as if it
edible; other kinds will behave as appropriate. However, it where a 12; the loss of a Silverback results in a Moral
will recover and seem to return to normal after 1d4 Check with a -6 penalty.
rounds.
Grawl
It has access to the character's knowledge and will seek to
pretend that it is the character him- or herself. It will try, as Armor Class: 14
subtly as it can, to persuade other characters to read the Hit Dice: 2+2*
glyph. (In this case, if they pass their savings throws and
No. of Attacks: 2 claws/1 bite or 1 weapon
destroy the Glyph, it will still exist in the minds of
characters that have failed their savings throws against it Damage: 1d4/1d4/1d6 or by weapon +1
previously). Movement: 40' Climb 30'
No. Appearing: 2d6, Lair 8d6
The characters' actions will be appropriate to the emotion. Save As: Fighter: 2
They will behave in such a way as to maximise their Morale: 9
chances of satisfying the Glyph's desire, through eating,
Treasure Type: B, L in lair
slaying, accumulating gold, or whatever. The Glyph may
XP: 100
be detected via the deductive powers of the party or an
ESP spell (or similar magic), and destroyed by being Grawls are a savage race of subterranean dwelling
exorcised by a cleric or via a spell which causes strong humanoids. It has whitish-gray fur, sharp claws, a wide
feelings (such as fear or emotion). A forget spell will also panther-like head, and a short bobbed tail. An adult male
slay it. In such cases the character it occupied will be stands on average 6'5'' tall and weighs around 260
unharmed. pounds. Females are slightly smaller than males. A grawl
typically goes about naked but sometimes paint
A few of the most famous evil books, such as the demon-
themselves to better blend into the darkness of their tunnel
riddled Tome of Llashram Traust, are believed to contain
homes. It constantly prowls its territory, and will attack any
Glyphs which have been intentionally placed on certain
creature that strays into the area. Most grawls do not carry
forbidden pages as traps.
weapons and fight only with their teeth and claws. The

16
Basic Fantasy Field Guide 2 Monsters

remainder carry stone clubs and axes and occasionally can Aggressive and territorial, a hell steed will attack anything
be found carrying higher-quality weapons taken from prior that it believes to be a threat or competitor. In combat it
victims. mainly attacks with their hooves and a bite. It can also
breathe fire in a 15'-long-by-15'-wide cone for 1d6
A grawl has Darkvision to a range of 120'. It suffers a -2 damage per Hit Dice; those in the area-of-effect must save
attack penalty in bright sunlight or within the radius of a vs. Dragon Breath for one-half damage. The hell steed
spell causing magical light. A grawl can speak a pidgin of may breathe fire a number of times per day equal to its Hit
orc, goblin, dwarf, and common, though its speech sounds Dice.
like animal growls to most humanoids.

Grawls are vicious and wild in battle, showing little Hiveling


discipline or forethought. A tool-using grawl is more likely
to use rudimentary tactics, like feigned retreats into waiting Armor Class: 15
ambushes. If a grawl is reduced to 25% or less of its Hit Dice: 1d4+2 HP
original hit points, it enters a berserk fury and gains a +2 No. of Attacks: 2 claws or 2 weapons or 1 claw and
bonus to its attack and damage rolls, but suffers a -2 1 weapon
penalty to its Armor Class. The rage lasts until the grawl is Damage: 1d4 claws, 1d6 or by weapon
dead, or all enemies are dead or out of sight. Movement: 50'
No. Appearing: 3d6, Wild 3d6, Lair 8d10
One out of every 12 grawl will be a leader of 3+3* Hit
Save As: Magic-User: 1
Dice (175 XP) with an Armor Class of 16 (11) and having
a +2 bonus to damage. In lairs of 30 or more, there will be Morale: Special
1d3 grawl shamans present. A shaman is equivalent to a Treasure Type: A
grawl leader statistically, but has Clerical abilities at level XP: 10
1d4+2.
Hivelings are horrid little monsters, humanoids about the
size of a goblin but covered almost totally with dark bristles
Hell Steed like those of a wild boar. Only a hiveling's pale, evilly-
grinning face is exposed. All hivelings in a group are
Armor Class: 14 to 16
indistinguishable, and they do not have any obvious
Hit Dice: 3** to 5** gender; how they reproduce is a mystery.
No. of Attacks: 2 hooves/1 bite or 1 breath
Damage: 1d6/1d6/1d10 or 1d6 per HD Hivelings are connected together magically into a hive-
Movement: 80' (10'), Fly 160' (10') mind. Their morale is equal to 2 plus the number of
No. Appearing: 1 (+1 Dread Horseman) hivelings in the group (maximum 12). The interconnection
between them is so powerful that, if one suffers damage,
Save As: Fighter: 2 to 4
one point of the damage is transferred to each other allied
Morale: 12 hiveling within 40' until all other hivelings have taken a
Treasure Type: None point of damage or there is just one point left; the
XP: 205 to 450 remainder is all the damage the original hiveling will suffer.
If a hiveling falls, any other hiveling having 2 or more hit
Hell Steeds are horses born from Hell; these beasts are points can spend one round in contact with the fallen one
often used as war mounts for dread horsemen. This horse and give it half (rounded down) of its own current hit
has a withered, skeletal look about it, and a hide colored points. Similarly, healing magic will be divided point-by-
blood red, bone white, or ash black. Its hooves, mane, and point just as if it were damage, though undamaged
tail are all made of hellish green fire and it breathes such hivelings will be passed over without receiving a point.
flames. A hell steeds can also fly as if running on the air
itself, leaving a trail of flaming green hoof prints in their A hiveling has a +4 bonus for high Dexterity, which
wake. As an undead, it is immune to sleep, charm, and accounts for their armor class and also applies to all attacks
hold magic. with ranged weapons. Due to their slight stature, hivelings
can only use small weapons such as short swords, daggers,
slings, and so on, but they can attack freely with two melee
weapons at no penalty. They also have the ability to pick
pockets with a 65% chance of success, which they use in
concert with their most significant ability: detection and
identification of magic items.

17
Monsters Basic Fantasy Field Guide 2

A hiveling can detect the presence of magic items in a 30' homes helping with chores. The only payment he will
radius, and can identify any magic item within 10'. As they accept is a bowl of porridge with a slab of butter on it. This
are not particularly smart, hivelings will avoid items that pride also carries into the hob's personal life, though, and if
are complex or have multiple abilities. Because they are he is offended, he can become a great nuisance until one
linked with a hive mind, hivelings do not speak (though makes amends with him.
they do gibber madly when they attack, there is no
meaning to it), and thus will avoid items related to Hobs have been known to serve in the night watch of
speaking languages. Neither do they read or write, so they cities and villages. In this capacity, the hob is as tenacious
will not be interested in scrolls or spell books. as his goblin cousins in defense of his home. A hob makes
an excellent scout, and his skill with a short bow or
On the other hand, a hiveling can activate any magic item; crossbow matches that of any goblin.
even one that requires command words can be used
without need to actually speak the words. A hiveling is Hobs are a metropolitan lot, and typically live among other
entirely capable of using a wand of fireballs, for example. civilized races finding work as household servants. Hobs
are also very clannish among themselves, and such clans
Any time a hiveling detects an "interesting" magic item, all will often form a community within a city, within caves or
other hivelings in its group will act intelligently to try to catacombs below such settlements. This clan lair is called a
acquire the item. If two or more hivelings can engage the hob hole, and the hobs will choose a clan chief to run
holder of the item in combat, any who can flank that the operations of the clan.
character will attempt to steal the item. Remember that all
hivelings know everything that any member of their group 1 in 6 hobs will be a warrior of 3-3 hit dice (145 XP). A
knows. If the hivelings are badly injured, they may seek hob gains a +1 bonus to his morale if led by a warrior. In
out any character carrying a healing potion and attempt to their lair 1 in 20 will be a clan elder of 5-5 hit dice (350
steal it or slay the one carrying it, so they can use it XP) with an Armor Class of 15 (11) that gains a +1 bonus
themselves. to damage due to strength. In a lair of over 30 hobs, there
will be a clan chief of 7-7 Hit Dice (670 XP), with an
Even if a group of hivelings has morale of 12, they may Armor Class of 16 (11) and having a +1 bonus to damage.
choose to abandon combat when they believe they have A hob has a +2 bonus to morale while his clan chief is
acquired all the interesting items held by their enemies. present (this is not cumulative with the bonus given by a
warrior leader). In addition, a lair has a chance equal to 1
Hob on 1d6 of a cleric being present (or 1-2 on 1d6 if a clan
chief is present). A cleric is equivalent to a regular hob
Armor Class: 14 (11) statistically, but has Clerical abilities at level 1d4+1.
Hit Dice: 1-1
No. of Attacks: 1 weapon Horseman, Dread
Damage: 1d6 or by weapon
Armor Class: 18 to 20
Movement: 20' Unarmored 30'
Hit Dice: 6** to 8** (+7 to +9)
No. Appearing: 1d6, Lair 5d10
No. of Attacks: 1 slam or 1 weapon
Save As: Thief: 1
Damage: 1d6 slam or by weapon
Morale: 7
Movement: 40'
Treasure Type: R
No. Appearing: 1 (+ 1 Hell Steed)
XP: 10
Save As: Fighter: 6 to 8
A Hob is a hairy creature who typically stands around 3' to Morale: 12
3 1/2' tall. Each has skin color that can range from a Treasure Type: None
yellowish through orange tones, to a red hue, with the XP: 610 to 1,015
occasional wart of a deeper, darker color. Eye colors range
from gray to brown to black, with the red glow of a Dread Horsemen are Hell's light cavalry and outriders.
nocturnal animal in them when light reflects off of them. This skeletal warrior wears a suit of charred, blackened
Hair coloring ranges from red to brown. Hobs are related plate mail and prefers to run-down their foe and dispatch
to the goblin races. him with their battle-axe +1. A dread horseman also has
the spell abilities of 3rd- to 5th-level cleric (based on their
A hob often wears old ratty clothing but otherwise takes Hit Dice). If killed their equipment vanishes in greenish
great pride in its appearance. However, if you give a hob a hellfire.
set of new clothes, he will go away forever. Likewise, a
hob takes pride in its work and is often found in civilized

18
Basic Fantasy Field Guide 2 Monsters

A dread horsemen takes one-half damage from non-


magical weapons, and like all undead, it is immune to
sleep, charm, and hold magic. They are also immune to
fear, and have darkvision out to 60'.

If a dread horsemen stands on hallowed ground, it loses its


cleric abilities and suffers a -4 penalty on all checks and
saves. They can instantly tell when they enter a hallowed
area and will leave immediately.

If reduced to 0 Hit Points, the dread horseman is not


destroyed but disappears in a blaze of hellish, green
flames, banished back to the infernal realm. Once
banished, they cannot come back to the mortal world for
an entire year. To truly destroy a dread horseman, it must
be restrained and its skull removed from the body, placed
in a blessed oaken box, and then burned.

Imperial Griffon
Armor Class: 19
Hit Dice: 9
No. of Attacks: 2 claws/1 bite
Damage: 2d4/2d4/3d6
Movement: 40' (10') Fly 120' (10')
Infernal, Arachnea*
No. Appearing: Wild 1, Lair 1d4
Save As: Fighter: 9 Armor Class: 16 (11)
Morale: 10 Hit Dice: 6*
Treasure Type: F No. of Attacks: 1 bite, kiss, or dagger
XP: 1,075 Damage: 1d6 bite + special, 1d6 kiss +
special, 1d4 dagger + special
The Imperial Griffon is a rare and majestic creature Movement: 60'
resembling a tiger with the head, foreclaws and wings of
No. Appearing: 1
an eagle. From nose to tail an adult imperial griffon can
measure as much as 15 feet and is a fearsome sight to Save As: Magic-User: 6
behold. Depending on the climate it is found in an imperial Morale: 8
griffon can be colored anywhere from lighter browns to Treasure Type: I
white as snow. Broad muscular feathered wings emerge XP: 555
from the creatures back and can span around 40 feet or
more. A mature imperial griffon weighs around 900 Appears as a strikingly beautiful, nude or elegantly
pounds. dressed, young woman or as a giant black widow spider.
She can cast spells in either form and is highly intelligent.
An imperial griffon will nest in caves, in cliff faces and She will attempt to seduce or cast charm person on her
mountains, either in extremely cold climates or very humid target to lure in for a kiss (woman form) or bite (spider
ones where it swoops from the skies to prey on pretty form). She takes one round to change forms. She is highly
much anything smaller or weaker than itself. Imperial magical in nature and can only be hit by magical or
griffons have a particular taste for horses and other equine silvered weapons. She may utilize the following spell-like
animals favoring such over all other prey. While small abilities at will in either form: charm person, teleport,
family groups may nest near each other, they are hold person, web, suggestion, darkness 15' radius,
otherwise solitary animals, tending to hunt alone. ESP, and clairaudience (as the potion). She can also
summon 1d6 giant poisonous spiders to her aid.
Despite the difficulty of keeping such dangerous creatures
with voracious appetites, some have trained imperial When in spider form, she has AC 16, attacks with a bite
griffons as loyal and hardy mounts. As a mount, an for 1d6 +3 damage per round for 6 rounds (save vs.
imperial griffon can carry up to 700 pounds normally, or Poison to avoid).
heavily loaded up to 1400 pounds.

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Monsters Basic Fantasy Field Guide 2

When in her beautiful human form she has AC 11. She Infernal, Malebranche (Horned Devil)*
generally avoids combat, instead preferring to use charm
and suggestion to manipulate others to do her bidding. Armor Class: 24
Her kiss will drain 1d6 hit points per round from a Hit Dice: 5+5**
charmed or willing individual. The hit points drained from No. of Attacks: 1 tail/1 weapon
a kiss will heal Arachnea an equal amount and can even Damage: 1d4 tail/by weapon
give her additional temporary hit points over and above Movement: 30'
her normal hit point maximum that last up to 1 hour after
No. Appearing: 1d6
being drained. If it is impossible to avoid a fight, she may
Save As: Fighter: 6
use a dagger (1d4 damage) that is poisoned with her own
venom. The venom is weakened when used this way and Morale: 9
only causes 2 extra points of damage for 3 rounds (6 Treasure Type: None
points); save vs poison will halt such damage, though XP: 450
subsequent hit will require new save.
A Malebranche is a devil with a size that dwarfs the largest
If she loses more than half her HP she will cast teleport on of men. Their skin is crimson or dark gray and is extremely
her next round and escape. thick and sturdy. It has a large set of horns on its head that
gives its name, Malebranche, or Evil Horn. The horn
tends to be used to rank hierarchy and is not used as an
Infernal, Hezrou*
offensive weapon. A malebranche also has large bat-like
Armor Class: 22 wings which it can use to fly short to medium distances.
Hit Dice: 10** (AB +9) Most malebranche will be armed with a two-tined fork that
No. of Attacks: 2 claws/1 bite or spell causes 2d6 damage, although a minority of them will be
Damage: 1d4 claw/4d4 bite armed with a barbed whip instead. The barbed whip only
Movement: 30' does 1d4 damage but will also stun an opponent for the
No. Appearing: 1d4 same amount of rounds (unless a save vs. Magic Wands is
Save As: Fighter: 10 made). A stunned opponent cannot attack but can still
Morale: 11 defend himself (no loss to AC). With either one of these
weapons the malebranche will still make use of its very
Treasure Type: C
sharp tail in the attack. It does 1d4 damage but also causes
XP: 1,480
the struck opponent to lose 1 hit point every following
Cruel and somewhat stupid, a Hezrou is a demonic round unless a heal spell or potion is used.
troglodyte-like humanoid slightly more powerful than a
Because the malebranche is from another plane it can only
vrock (see the BFRPG Field Guide). A hezrou enjoys
be hurt by magical weapons (+1 or better) and their thick
melee combat even more than most other demonic
hard skin gives them a higher than normal AC. They can
denizens. And will eagerly press an attack deep into the
also cast wall of fire and cause fear once per day as a
heart of enemy forces.
Level 5 Magic-User.
Like troglodytes, a hezrou secretes a smelly oil that keeps
its scaly skin supple. All mammals (including the standard Janni
character races) find the scent repulsive, and those within
10 feet of the hezrou must make a savings throw vs. Armor Class: 15 (13)
Poison. Those failing the save suffer a -2 penalty to attack Hit Dice: 3+1
rolls while they remain within range of the hezrou. Getting No. of Attacks: 1 weapon
out of range negates the penalty, but renewed exposure Damage: 1d8+2 or by weapon +2
reinstates it. The result of the original save lasts a full 24 Movement: 30' Unarmored 40'
hours, after which a new save must be rolled.
No. Appearing: Wild 2d20, Lair 3d20
Hezrou can freely communicate telepathically, and have Save As: Fighter: 3
60' Darkvision. Each can teleport at will (as 10th-level Morale: 8
magic-user). Additionally, a hezrou can cause fear (this Treasure Type: Q, R, S each; A in groups of 30+
effect is identical to that produced by a wand of fear) as its XP: 145
action for a round of combat. Once per day a Hezrou has
a 25% chance of summoning another of its own kind. Janni are the semi-magical descendents of djinni/human
pairings. At a glance they appear to be normal humans
with dark hair and skin sporting powerful, attractive builds.

20
Basic Fantasy Field Guide 2 Monsters

They favor living in desert environs, where they have both A jotenkin arm itself with large axes, swords, spears, and
the safety and privacy they crave. Half of all janni tribes the like, and utilize wooden shields. Even the smallest
are nomadic, and move from oasis to oasis herding their jotenkin receives a +1 damage bonus due to its strength.
goats, horses, and camels. A janni is polite and charming, Jotenkin are essentially immune to cold environmental
and enjoys the company of foreign travelers. They are also effects and even extreme or magical cold causes only half-
highly honorable, and do not take kindly to insult or injury. damage. If a save is involved with such a cold-based effect,
A janni speaks common fluently. a jotenkin receives a +4 bonus.

A janni is an expert horsemen and prefers to fight from One out of every five jotenkin will be a warrior of 5+5 hit
horseback. They use large two-handed scimitars and dice and +2 damage bonus. Regular jotenkin gain a +1
longbows in combat. A janni will pursue its enemies over bonus to their morale if such warriors are around to keep
great distances and show little mercy to dishonorable order. Each joten longboat will be led by a chieftain of 8+8
combatants. They will sometimes ally themselves with hit dice, having a +3 bonus to damage due to strength.
groups of desert dwelling humans, and occasionally hire
themselves out as mercenaries. Leprechaun
One out of every 16 janni will be a hardened warrior of Armor Class: 19
5+2 Hit Dice (360 XP) and have a +2 bonus to damage.
Hit Dice: 1**
Regular janni led by a hardened warrior gain a +1 bonus
to their morale. In groups of 30 or more, there will be a No. of Attacks: 1 miniature weapon
sheik of 8+3 Hit Dice (875 XP) with an Armor Class of 17 Damage: 1d2
(13) and have a +3 bonus to damage. Janni never fail Movement: 30'
morale as long as their sheik lives. In addition, a lair has a No. Appearing: 1
1-3 on 1d6 chance (1-4 on 1d6 if a sheik is present) of a Save As: Magic-User: 1 (+ bonuses)
vizier being present. A vizier is equivalent to a normal janni Morale: 5
statistically, but has Magic-User abilities at level 1d6+2 and Treasure Type: M (Gold, 5,000 40,000 GP)
Clerical abilities at level 1d4+1.
XP: 49

Jotenkin The "wee folk" are related to the other fey races of
Brownies, Pixies, and Sprites. A Leprechaun stands about
Armor Class: 15 (11) 2 foot tall and appears as a miniature human. One's hair
Hit Dice: 3+3 color can be blonde, brown, or red with a predominant
No. of Attacks: 1 weapon tendency toward a red shade of all the colors. A male
Damage: 1d8 or by weapon +1 leprechaun usually prefers to have a beard. Leprechaun
Movement: 30' Unarmored 40' clothing tends toward tans and greens with gold buttons
and buckles. A leprechaun can speak various Fey
No. Appearing: 1d6, Wild 2d4, Lair 4d8
languages and invariably speaks Common with a heavy
Save As: Fighter: 3 accent called a brogue. Leprechauns have Darkvision
Morale: 8 out to 60'. Because the wee folk are very suspicious of
Treasure Type: Q, R each; D, K in lair other races, a leprechaun is also very observant and will
XP: 145 only be surprised by a roll of 1 on 1d6.

Hailing from regions of rugged northern coastlines, A leprechaun prefers to live alone or in small family
Jotenkin are large humanoids with kinship to giants. Many groups, called clans. Leprechauns can be found mostly in
simply call them Northmen. A jotenkin is less brutish and forests, usually in unexplored or rarely-used glades. A
slightly smaller than an ogre, and may even be considered leprechaun will have a lair that is usually a cave that only a
just a large race of mankind. Each is an expert seaman in tiny character can get into. Leprechaun will not willingly
the dragon-headed longboat that is customarily used. lead anyone to this lair. Leprechauns have a deep desire
Jotenkin society is warrior-oriented and thrives by raiding for gold and will have treasure that reflects this. A
and pillaging coastal communities. Other than such leprechaun is very fearful of humans and dwarfs, because
raiding, jotenkin do not generally mix with the normal it believe that these races desire their gold. If there is an elf
humans that share the same regions, though they may in the party, the leprechaun will ignore any human or
take human slaves. Where the humans revere certain dwarf leader and will address the elf, since elves are
deities of their culture, the jotenkin revere the antithesis kindred fey spirits.
giants of those pantheons. They speak their own language
that sounds similar to that of frost giants.

21
Monsters Basic Fantasy Field Guide 2

Leprechauns are tool users and will have tiny swords that Lobizon*
are treated like daggers. The wee folk will rarely use small
bows, and cannot use pole weapons. Like a brownie, a Armor Class: 14
leprechaun will get a +4 bonus to saves versus all magic. Hit Dice: 3**
No. of Attacks: 2 grabs / 1 lick
A leprechaun has some Thief-like abilities including Pick
Damage: Special
Pockets, Moving Silently, and Hiding; it also has spell-like
Movement: 60'
abilities that can be used at-will, including teleport,
confusion, and bane. A leprechaun will use the Hiding No. Appearing: 1d4
and Moving Silently skills to try and avoid a party. If a Save As: Fighter: 3
party does happen to catch one, the leprechaun will use Morale: 10
Pick Pocket to steal any gold on the person that is holding Treasure Type: None
him. The leprechaun will then cast a confusion spell on XP: 205
the party, followed by teleport. Since the wee folk stay
within a range of about 50 miles of their lair, they will A Lobizons is a person cursed to become a human-sized,
generally be on target. If prevented from teleporting the malnourished wolf-like creature without a tail and with
leprechaun will try to buy freedom with treasure or three humanoid ears, hands, and feet, and covered in very short
wishes. Note that the treasure may have a bane curse (see fur.
the bless spell in the BFRPG Core Rules). The wishes will
be very limited. The leprechaun will fulfill the wish, but will A lobizon lives by feeding on the offerings to the dead
(from flowers to candles and even non-edible things). It
put a twist on it that could severely hurt the wisher; i.e. the
leprechaun will tell the wisher where a large treasure is, but also feeds on the remains of the dead and thus are
commonly sighted in graveyards, where there can be as
fail to mention the two level 7 red dragons that are
guarding it. many as 3d4+1d8 lobizons. They are nocturnal and have
darkvision with 30' range.
There is rumor of a leprechaun king, an exceptionally
In combat a lobizon seeks to grab its opponent with both
wealthy leprechaun, with a very twisted idea of how to
make a wish turn back on the person making the wish; i.e. hands, and if successful will automatically lick. Those
licked by a lobizon must save vs Spell or be afflicted by the
I wish for a mighty sword. gives you a +3 sword made
from the tooth of a demon, but for every enemy you kill curse of the lobizon on the next full moon.
with the sword there is a chance that the wisher will
become a vampire.

22
Basic Fantasy Field Guide 2 Monsters

Maggot-man* Mink (and Giant)


Armor Class: 17 Mink Giant Mink
Hit Dice: 4* (or more) Armor Class: 15 15
No. of Attacks: 1 Hit Dice: 1d4 HP 4+4
Damage: 1d6 + special No. of Attacks: 1 bite 1 bite
Movement: 30' Damage: 1-2 bite 1d8
No. Appearing: 1 Movement: 30' Swim 50' 30' Swim 50'
Save As: Magic-User: 8 No. Appearing: 1d6 1d4
Morale: 9 Save As: Normal Man Fighter: 4
Treasure Type: U, V in lair Morale: 7 8
XP: 1015 (based upon MU-8 equivalent Treasure Type: None* None*
level) XP: 10 240
Usually encountered wearing voluminous hooded robes, A Mink is a common name for an alert semi-aquatic,
the Maggot-man is a strange form of the semi-undead carnivorous mammal of the mustelidae family. A mink falls
remains of a powerful necromancer. Should the hood be somewhere between basically land-dwelling weasels and
removed or otherwise its true form revealed, the "worm the even more aquatic otters. The furs of a mink are highly
that walks" appears as a terrifying writhing mass of prized for its use in clothing. A minks uses quick darting
maggots in human form. A character that sees the true attacks, getting +1 on any initiative rolls, and scoring
form must save vs. Spells (at -2 penalty) or else be affected vicious bites. Once a mink scores a bite, it can choose to
as if struck by a cause fear spell, causing the affected to hold on, causing automatic damage each round. Groups
flee for 2 turns. Anyone affected that is unable to flee will encountered are always family units.
cower in place, unable to act otherwise. Even those who
successfully save are unnerved by the sight, and will have The Giant Mink is more commonly found in areas where
a -2 penalty to attacks or actions. other prehistoric (ice-age) creatures are found but
otherwise conforms to typical mink behavior, being only
Even in undeath a maggot-man remains very intelligent larger and more dangerous.
and can cast spells as a Magic-User equivalent to twice its
hit dice (ie. 8th level for the hit dice listed above). If the * Both minks and their giant kin have valuable furs which
GM utilizes the optional Necromancer supplement, then keeps their numbers down in regions near settlements.
the maggot-man will usually be a necromancer instead. In
addition to spells the maggot-man may attack physically by Nazgorian, Nehnite
striking a foe. Anyone struck by a maggot-man has a 2 in
6 chance (1-2 on a d6 roll) of being affected by a special Armor Class: 11 soft portions, 15 otherwise
form of Rot Grub (see the BFRPG Core Rules). Anyone Hit Dice: 1d4* per MU level
that subsequently dies from the rot grub will rise as a No. of Attacks: 1 bite or small weapon
special sort of zombie under the control of the maggot-
Damage: 1d2 bite+poison or small weapon
man for a short time as maggots strip the flesh off of the
Movement: 30'
bones (2d4 days). If the maggot-man is defeated while
such a rot-grub zombie endures, then the maggot-man will No. Appearing: 1d4 Wild, 2d4 Lair
come to inhabit that body, effectively rising again in a new Save As: Magic-User: 1+
mass of maggots from that corpse. As such, the maggot- Morale: 8
man will usually have one such infected zombie hidden Treasure Type: * chance of magical item such as
away somewhere as a contingency, though this requires a wand
fairly regular supply of fresh corpses to maintain. XP: 13

A maggot-man can only be hit by magical weapons or About the size of an average dog, Nehnites have
spells. As with all undead, they can be Turned by a Cleric segmented chitinous body similar to what one might see
(as vampire), and are immune to sleep, charm, or hold on certain spider or insect species. From this lower portion
spells. the nehnite's head and small manipulating arms and hands
can be extended to give the creature an almost centaur-
like form. The similarity ends there as the upper portion
resembles something like a slimy salamander or eel. This

23
Monsters Basic Fantasy Field Guide 2

soft vulnerable portion (AC 11) can be fully retracted into One out of every five norkers will be a warrior of 3+6 hit
the carapace (AC 15) when threatened, with only its alien dice (3d8+6 hit points worth 145 XP) and even tougher
face showing through. skin (AC 15). Regular norkers gain a +1 bonus to their
morale if they are led by a warrior. In norker lairs, one out
A nehnite avoids combat, preferring to command other of every ten will be a chieftain of 5+10 hit dice (5d8+10 hit
nazgorians to protect it, but if cornered may bite with its points worth 360 XP) with an Armor Class of 16, having a
poisonous fangs. Those bitten must save vs. Poison or +1 bonus to damage due to strength.
suffer an additional 2d6 damage from the caustic venom.
When physically attacking, the weak nehnite uses the
Magic-User attack table. Octobat

A nehnite has an alien intelligence that is difficult to Armor Class: 16


understand. Each seems to be able to produce spells or Hit Dice: 8*
effects like magic-users, but in unfamiliar or otherwise No. of Attacks: 4 tentacles/acid ink
strange displays. For instance, one might produce Damage: 1d6 per tentacle, 3d6 Acid Ink
something like a fireball but out of green electrical energy Movement: 60'
instead, or magic missiles of acid globes. A nehnite is No. Appearing: 1d6
fond of carrying wands. Save As: Fighter: 8
A nehnite can command certain nazgorians. It is almost Morale: 12
never found without some frogmen around to serve it, and Treasure Type: None
occasionally one will find a powerful nehnite protected by XP: 945
a gray render.
An Octobat is an intelligent subterranean creature that will
Nehnites, like other outsiders from Nazgor, suffer damage often work for powerful evil individuals such as a wizard or
when exposed to sunlight or dry air. Sunlight alone causes warlord. This dangerous creature tends to bludgeon
1d4 points of damage per hour, as does dry air; exposure victims with four tentacle attacks. For fear of losing a
to both causes 1d8 points of damage per hour. tentacle, an octobat will not entangle larger or seemingly
strong opponents, but against smaller or less powerful prey
it will wrap itself about its target if two or more tentacle
Norker attacks are successful. The entangled individual is crushed
Armor Class: 14 and strangled, causing 2d6 damage automatically each
round (instead of regular tentacle attacks). The entangled
Hit Dice: 1+2
individual must successfully roll an Open Doors attempt to
No. of Attacks: 1 weapon + 1 bite break free, but may be subsequently entangled again in
Damage: 1d6 or by weapon + 1d4 bite subsequent rounds.
Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 1
Morale: 9
Treasure Type: Q, R each; D, K in lair
XP: 25

Norkers are fully subterranean members of the goblin


races. A norker most closely resembles a hobgoblin but
tends towards a more primitive demeanor. Each has long
protruding fangs which sets it apart from its hobgoblin kin.
A norker is hairless with tough leathery skin. It does not
normally utilize armor or even clothing, wearing a belt with
a loincloth at most. When using a small- or medium-sized
melee weapon, a norker may also bite for 1d4 damage
with its long fangs. It has Darkvision with a 90' range.

A norker shares goblin sensibilities, albeit in primitive ways. The octobat can squirt an acidic ink at a single opponent
It is rarer and found in smaller numbers than normal up to 20 feet away, causing 3d6 damage (save vs. Dragon
goblins or hobgoblins, so they are often subjugated by Breath for half damage). The octobat can also employ this
their kin, despite being stronger individually. attack against an entangled opponent. This attack is usable
4 times per day and not more than once every 1d4

24
Basic Fantasy Field Guide 2 Monsters

rounds. This acidic ink can dissolve a web (such as the Owlbear, Northern
spell) in one full round. The octobat is immune to this acid
ink (whether its own or from other octobats). Armor Class: 16
Hit Dice: 8
Orog No. of Attacks: 2 claws and 1 bite + 1 hug
Damage: 1d6 or by weapon + 1d4 bite1d8
Armor Class: 15 (11) claws, 1d10 bite, 2d8 hug
Hit Dice: 3 Movement: 40' Fly 60'
No. of Attacks: 1 weapon No. Appearing: 1, Wild 1d2, Lair 1d4
Damage: 1d10+1 or by weapon +1 Save As: Fighter: 8
Movement: 20' Unarmored 40' Morale: 9
No. Appearing: 1d8, Wild 2d10, Lair 4d10 Treasure Type: C
Save As: Fighter: 3 XP: 875
Morale: 9
In a similar fashion to the standard owlbear, a Northern
Treasure Type: S, T, U each: A in lair
Owlbear mixes the qualities of a polar bear and snow owl.
XP: 145
It tends to be substantially larger than the southern climate
Orogs are a fierce, militaristic race of humanoids related to owlbear.
orcs. It is sometimes called a great orc, and is believed to
A northern owlbear fights much like a bear, but is more
be the descendent of orc/ogre hybrids. An orog resembles
aggressive (as noted above). Also like a normal bear, a
an orc, but are larger and more muscular, standing
northern owlbear must hit with both claws in order to deal
between 6 and 7 feet tall and weighing 250 pounds on
the listed hug damage. As a polar climate inhabitant, it is
average. An orog is highly intelligent and often leads a
essentially immune to cold environmental effects and even
group of orcs, or serve orcish leaders as special
extreme or magical cold causes half-damage. If a save is
bodyguards. They sometimes hire themselves out as
involved with such a cold-based effect, it receives a +4
mercenaries for other humanoids and giants.
bonus.
An orog has Darkvision to a range of 60'. It speaks the
Occasionally a northern owlbear is hatched with large
language of orcs as well as common, and possibly goblin,
feathered wings, giving it a Fly 60' movement.
dwarven, or elvish.

An orog sometimes marches into battle carrying a special Paper Tiger


standard representing their clan. While fighting under a
standard all orogs and allied orcs gain a +1 bonus to attack Armor Class: 15
rolls and a +1 bonus to morale. Hit Dice: 7*, 9*, or 11*
No. of Attacks: 2 claws/1 bite
The statistics given above is for a standard orog in chain Damage: 1d8/1d8/2d6
mail armor and wielding a two-handed weapon. One out
Movement: 60
of every eight orogs will be a seasoned veteran of 5 Hit
Dice (360 XP), with a +2 bonus to damage. Normal orogs No. Appearing: 1
led by a seasoned veteran gain a +1 bonus to their morale. Save As: Fighter: 7, 9, or 11
In lairs of 16 or more orogs, there will be a chieftain of 7 Morale: 12
Hit Dice (670 XP), with an Armor Class of 17 (11), and Treasure Type: None
having a +3 bonus to damage. In the lair, orogs never fail XP:
a morale check as long as the chieftain is alive.
A paper tiger initially appears to be an ordinary scroll or
book, and will almost always be found in a library or other
large cache of similar materials. If opened and perused, the
paper will expand and refold into the form of a life-sized
origami tiger; this transformation requires a full round,
during which time the paper tiger has an Armor Class of
just 11, but as the creature surprises on a roll of 1-5 on
1d6 it is likely to complete its transformation unscathed.

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Monsters Basic Fantasy Field Guide 2

As soon as the paper tiger's transformation is complete, it Phoenix*


will attack. As a paper tiger is a construct created to protect
the library in which it is found, it will prefer to attack the Armor Class: 17
character who activated it, but it will continue attacking Hit Dice: 9**
until it is destroyed or all possible opponents have left the No. of Attacks: 2 claws/1 bite
area it protects. Note that it will not normally leave the Damage: 1d6/1d6/2d6
vicinity of the library it wards, though if more than half of Movement: 10' Fly 90'
the books and/or scrolls are removed from the library it
No. Appearing: 1
may choose to pursue the creatures who took them. Also
Save As: Fighter: 9
note, if the paper tiger is taken in book/scroll form without
being opened, it will attempt to return to its library, Morale: 10
attacking anyone who gets in its way. Treasure Type: D
XP: 1225
As a construct, paper tigers are immune to sleep, charm,
and hold magic, and have no minds which may be read A Phoenix is a magnificent scarlet-plumed bird with a
using ESP. They are immune to poison and any other wingspan of over 25 feet. A phoenix is a powerful ally to
effects that specifically harm living creatures. They are the forces of good, and it is sometimes said that it is a spirit
especially vulnerable to fire, taking double damage from of rebirth and renewal. A phoenix's body is about ten feet
any fire-based attacks made upon them. long from beak to tail, apart from a few long reeves like
those of a pheasant, and it weighs just under a ton. A
If all interlopers leave the library and remain out of the phoenix is intelligent and can telepathically communicate.
paper tiger's sight for at least a turn, the creature will It can only harmed by magical weapons, and is immune to
resume its original form, hiding itself among the books or any charm effects as well as hold monster and similar
scrolls of the library. In this form the paper tiger is very spells and all fire damage.
nondescript; even creatures who know such a creature is
present will not usually be able to identify it, though the When it is threatened, a phoenix cloaks itself in an aura of
creature who activated one has a chance equal to 1 on fire that deals 3d6 damage to any creature within 10 feet
1d6 to do so. Adjust this roll using the creature's of it. If the phoenix dies, its body vanishes in a burst of
Intelligence bonus (as for the Strength bonus when flame that functions as a fireball spell, dealing 9d6
opening doors, i.e. a 13 Intelligence gives a 1-2 on 1d6 damage, half of which is divine spiritual radiance that
chance, etc.). While in its book or scroll form, the paper cannot be resisted by any means. When these death
tiger heals 1d6 points of damage each hour. throes are concluded, a single egg can be found amidst the
ashes, from which a new phoenix will hatch in no more
Sometimes, if a library contains the sort of knowledge that than a day. No power short of a wish can prevent the
its curator believes is too dangerous to ever be revealed, it phoenix's rebirth. A phoenix will occasionally grant a tail
may be warded by a flash paper tiger. These creatures feather as a gift to those who aid it. These are magically
look and behave exactly as a normal paper tiger, but if powerful and can be brewed into a potion with the
slain or successfully attacked with fire a flash paper tiger combined effect of the raise dead and heal spells.
explodes in a fireball (as the spell) doing a number of dice
of damage equal to the creature's Hit Dice. This fireball has
the usual chance to ignite flammable materials in the area Pipe Beast
of effect, but as a special feature will instantly ignite any
Armor Class: 18
and all unprotected paper items the flames touch. (A
Hit Dice: 6+6*
spellbook inside a backpack counts as "protected" and
thus receives a saving throw, but a scroll held open by a No. of Attacks: 2 claws/1 tail or acid spray
character will instantly burn to ash.) Damage: 2d6/2d6/1d10 or 4d8 acid
Movement: 30'
Paper tigers are white or cream-colored, with stripes made No. Appearing: 1d3
of closely-packed letters, numbers, runes, or other Save As: Fighter: 6
symbols.
Morale: 12
Treasure Type: None
XP: 555

Pipe Beasts are unnatural arcane constructs, and are


generally created to guard and protect specific rooms or
items. Because of this singular focus one will attack

26
Basic Fantasy Field Guide 2 Monsters

anyone who enters the room or guarded area, with the Raggidy
exception of the person who created it, until the threat is
destroyed or the pipe beast is. Armor Class: 14
Hit Dice: 3
A pipe beast is well-equipped for this type of duty with No. of Attacks: 2 fists
powerful pincer-like claws and a slashing tail. One can also
Damage: 1d6/1d6 fists
spew a cone of pure acid every 4 rounds, dealing damage
Movement: 40'
to everyone in its path. A successful save vs. Dragon
Breath reduces this damage by half. The acid cone affects No. Appearing: 1d10
an area 60' long and is 20' wide at its furthest point. The Save As: Fighter: 3
pipe beast can only use this attack 3 times a day before it Morale: 12
must recharge its supply. Treasure Type: See below
XP: 145
Pipe beasts have a very hard, chitinous exoskeleton which
provides ample protection against most weapons; further, A Raggidy is a construct sewn together using magic
because of their construction, fire seems to have no effect thread. It is humanoid in appearance standing 7 feet tall,
on them. weighing 300 pounds, and is made out of crudely-stitched
cloth stuffed with sawdust. It has buttons for eyes and a
twisted grin sewn onto its face. Raggidys are similar to
golems and living statues, mobility granted to inanimate
material. However, the magic thread that animates the
raggidy gives it the barest hint of sentience, allowing it to
act semi-independently and follow orders better than most
constructs. Raggidys do not speak, but they understand
the language of their creator.

A raggidy is a fearless enemy, and will wade into melee


with little thought for tactics or strategy. It is highly
flammable and takes double damage from fire-based
attacks.

The magic thread raggidys are constructed from is highly


valued by magic-users and tailors. Each raggidy's thread is
worth 1d6x100 gp.

Rakun
Armor Class: 12
Hit Dice: 1d6 HP
No. of Attacks: 1 weapon or one bite
Damage: 1d4 or by weapon, 1d3 bite
Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 1
Morale: 8
Treasure Type: Q, R each; D, K in lair
XP: 10

The Rakun (pronounced as Raccoon but also known as


Vaskebjrn) are a race of what can best be described as
talking raccoons. Unlike their less evolved kin, rakun will
readily use tools and weapons, having a particular
fondness for crossbows of various types (or fire-arms if the
setting allows), getting a +1 bonus to attacks and damage
with such device-propelled weaponry. Each stands slightly
taller than a Halfling but tends to be leaner. Rakun speak

27
Monsters Basic Fantasy Field Guide 2

their own language. Its eyesight is keen at night (double


that of a human's nightvision), and even in complete or
total darkness has Darkvision out to 30 feet.

The stats above reflect a basic warrior oriented rakun.


When cornered, one can bite at opponents. A rakun
shares the Halfing ability to hide in natural surroundings,
so that outdoors (its preferred forest terrain) there is only a
10% chance of being detected. Even indoors or in non-
preferred terrain, it can hide such that there is only a 30%
chance of detection. Note that a rakun with thief levels will
roll only once, using either the thief ability or the racial
ability, whichever is better. A rakun's ability to climb is
extraordinary, getting substantial bonuses to any such
attempts, and when climbing trees the rakun almost never
fails such a check under normal circumstances (effectively
100% unless circumstances carry substantial penalties).

Rakun do not often mix with other races, as each tends to


have a wild or fierce streak to its personality. Within
communities of rakun one can find members with
additional (class-based) abilities. Rakun have a natural
inclination to stealthy classes (ie Thief), or professions
having to do with the woodland wilds. When classed, a
rakun uses one hit die type smaller than one normally
utilizes (d8 becomes d6, d6 becomes d4, and d4 becomes
d3). Rock Roller
Armor Class: 16
Rock Bat
Hit Dice: 4*
Armor Class: 16 No. of Attacks: 1 bite + special
Hit Dice: 2* Damage: 1d8 bite
No. of Attacks: 1 stab Movement: 180' (60')
Damage: 1d8 stab No. Appearing: 1d6
Movement: 150' (50') Save As: Fighter: 2
No. Appearing: 1d8 Morale: 7
Save As: Fighter: 1 Treasure Type: None
Morale: 8 XP: 280
Treasure Type: None
Rock Rollers are creatures that resemble living boulders.
XP: 100
It is mostly jaw, with jewel-like eyes, and are about the size
A rock bat is a silicate creature that resembles an asteroid of a full-grown human. A rock roller is immune to charm.
with a horn on the bottom of its body. It floats by emitting
A rock roller hunts by hiding itself high on a cliff or other
a glowing gravity ray from gem-like growths on the sides of
wall, and then rolling down at its intended prey. After a
its body. Its rocky hide and floating ability give it a
successful hit, the victim must make a Dexterity check; on
respectable armor class.
a failed check, they are knocked to the ground and
A rock bat attacks by dropping directly down on its prey. winded. They take no damage, but must spend the next
On a natural 20, the victim is impaled by the rock bat, round to stand up and catch their breath. The victim
inflicting 1d6 damage each round until the rock bat is slain. cannot move nor attack that round.

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Basic Fantasy Field Guide 2 Monsters

Salamander, Lightning* Salamandar, Sand


Armor Class: 20 Armor Class: 18
Hit Dice: 10* (+9) Hit Dice: 7* (+4)
No. of Attacks: 2 bites plus lightning No. of Attacks: 1 bite
Damage: 2d4/2d4 + 1d8/round Damage: 1d6 + petrification
Movement: 40' Movement: 20'
No. Appearing: 1d4, Wild 2d4, Lair 2d4 No. Appearing: 1d3, Wild 2d4, Lair 1d6
Save As: Fighter: 10 Save As: Fighter: 7
Morale: 8 Morale: 8
Treasure Type: E Treasure Type: L
XP: 1,390 XP: 735

Salamanders are large, lizard-like creatures from the Sand Salamanders come form the Elemental Plane of
elemental planes. They are sometimes found on the Earth. It looks like a giant sea turtles with six flippers and a
material plane; they can arrive through naturally-occurring snake-like neck and head. Its scales are of different shades
dimensional rifts, or they may be summoned by high-level of grey. A sand salamander temporarily transforms any
Magic-Users. Due to their highly magical nature, they stone within 20' of if into sand. Any characters in the sand
cannot be harmed by non-magical weapons. must save vs. Paralyzation each round in order to move
thru the sand. Anyone bitten by the sand salamander must
Lightning Salamanders come from the Elemental Plane save vs. Petrification or be turned to stone. A sand
of Air. A lightning salamander resembles a giant snake salamander is immune to piercing attacks and suffers half
more than 12' long with two dragon-like heads (on short damage from slashing/cutting attacks. A sand salamander
but flexible necks). Its scales are all the colors of lightning: is intelligent; they speak the language of the Plane of
white, blue, purple, and yellow. A lightning salamander Earth, and many will also know Elvish, Common, and/or
constantly emits little bolts of lightning; all creatures within Dragon.
20' of the salamander that are not lightning-resistant suffer
1d8 points of damage per round from being struck. A
lightning salamander is immune to damage from any type
of electrical or lightning attack. Lightning salamanders are
intelligent; it can speak the language of the Plane of Air,
and many will also know Elvish, Common, and/or Dragon.

Despite having two heads, a lightning salamander has only


one mind; either head may speak, or both may, but it is
very rare to meet a lightning salamander who can speak
different words with each head at the same time (although
those who can are known to sing duets with themselves,
which may give away the location of the monster to those
listening).

Flame, frost, and lightning salamanders hate each other,


and each type will attack the others on sight, in preference
over any other foe.

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Monsters Basic Fantasy Field Guide 2

Salamandar, Wind darkness. A sasquatch climbs nearly as easily as moving


about by foot. Even for its size, the sasquatch hides in its
Armor Class: 24 home environment as easily as a halfling can in forested
Hit Dice: 10* (+7) areas (with only 10% chance of detection), however they
No. of Attacks: 2 claws/1 bite do not have this ability in other environments such as
Damage: 1d6/1d6/1d8 indoors or underground. A sasquatch is essentially
Movement: 30' Fly 60' immune to cold environmental effects and even extreme
or magical cold causes half-damage. If a save is involved
No. Appearing: 1d4, Wild 2d3, Lair 1d4
with such a cold-based effect, it receives a +4 bonus.
Save As: Fighter: 10 Sasquatch fight effectively with their fists, but if a weapon
Morale: 10 is theoretically used the sasquatch would have +2 on its
Treasure Type: D attacks due to its tremendous strength.
XP: 1390
Most sasquatch encounters have been largely benign
Wind Salamanders come from the Elemental Plane of meetings where both parties have simply surprised each
Air. It looks like a giant flying lizard with bat wings. It is other. Many sasquatch are generally peaceful denizens of
completely translucent, making them hard to spot (1 in 4 their forest, though local legends speak of brutal hunters
surprise chance). A wind salamander is constantly among their kind.
surrounded by strong winds, and all creatures within 20' of
the monster has their movement halved and are pushed
Scarecrow, Dread
1d6x10' per round. It is immune to range missiles due to
their protective wind. A wind salamanders is intelligent; it Armor Class: 14
speaks the language of the Plane of Air, and many will also Hit Dice: 4 + 2** (+5)
know Elvish, Common, and/or Dragon.
No. of Attacks: 1 slam or 1 weapon
Damage: 1d6+1 or by weapon
Sasquatch Movement: 40'
Armor Class: 15 No. Appearing: 1
Hit Dice: 5+5 Save As: Fighter: 4
No. of Attacks: 2 fists Morale: 12 (8)
Damage: 1d6 fist Treasure Type: None
Movement: Unarmored 30' Climb 20' XP: 320
No. Appearing: 1d3, Lair 2d6 Sometimes during its creation a Living Scarecrow may
Save As: Fighter: 5 become possessed by an evil spirit, becoming a Dread
Morale: 8 Scarecrow. These malevolent creatures take delight in
Treasure Type: None seeking out and tormenting the living by inducing terror.
XP: 360 During the day they hide in the fields as normal
scarecrows, but during the night they stalk, looking for
Sasquatch are a seldom-seen large humanoid. It is clearly unwary prey. In all respects it looks like a normal
related in some distant way to apes and neanderthals, but scarecrow, except for the deep red-orange glow from
may be an entirely separate branch of humankind's kin. within their pumpkin head and frightening visage.
Each is over 7 feet in height, has long arms, and yet walks
upright most of the time. A sasquatch is covered in shaggy A dread scarecrow is immune to fear (the morale of 12),
hair befitting its environment so that it can hide effectively but have a self-preservation instinct. Use the morale of 8
when it does not want to be seen. When more than one is to determine whether a dread scarecrow decides to flee
spotted, it is usually a family group with young. A from combat if it is outmatched or outnumbered.
sasquatch can communicate with others of its kind, but its
actual language is a mystery. That said, it also understands Because of the evil spirit, a dread scarecrow has several
complex concepts and its ability to mimic sounds is powers. It has Darkvision out to 60'. It also has a gaze
extraordinary. Sasquatch do not keep treasures that other attack that it chooses to either cause fear or bestow curse
races seek, though one might find various crude objects against a single target out to 30' who fail a savings throw
and trinkets where one lairs. vs. Spells. It also has a maniacal cackle that works likes the
bane spell on anyone within 50' who fail a savings throw
The sasquatch has nocturnal vision that is superior to vs. Spells. Those who make their save against an ability
human sight, though it does not have actual Darkvision are immune to any further uses of it for 24 hours.
that can be utilized underground or in areas of total

30
Basic Fantasy Field Guide 2 Monsters

A dread scarecrow is also very nimble and quick, so it Shambling Mound, Lesser
does not receive the Initiative penalty like other living
scarecrows, but is still weak against fire, suffering 1 extra Armor Class: 19
point per die of damage and suffering a -2 penalty to save Hit Dice: 3**
against Fire. Just like living scarecrows, a dread scarecrows No. of Attacks: 2
has a magic resistance of 25%, but since it possesses an Damage: 2d4/2d4
intelligence, it is subject to mind-affecting magic and Movement: 20'
effects.
No. Appearing: 1d4
Save As: Fighter: 3
Scarecrow, Living Morale: 9
Scarecrow, Living Scarecrow, Small Treasure Type: C
Living XP: 205
Armor Class: 13 12
Shambling Mounds, also called shamblers, appear to be
Hit Dice: 4 + 2* (+5) 2 + 2* (+3) heaps of rotting vegetation. They are actually intelligent,
No. of Attacks: 1 slam or 1 weapon 1 slam carnivorous plants. A shamblers brain and sensory organs
Damage: 1d6+1 or by weapon 1d4+1 are located in its upper body. A shamblers body is about
Movement: 30' 30' 6 feet tall when the creature stands erect. It weighs about
No. Appearing: 1, Wild 1d4 1d4 500 pounds.
Save As: Fighter: 4 Fighter: 2
Shamblers are immune to lightning, and in fact gain a hit
Morale: 12 12
die each time they are attacked by lightning, up to a
Treasure Type: None None maximum 3 additional hit dice; these hit dice are lost at a
XP: 280 100 rate of one per hour, while hit points granted in this way
are used first when the monster is attacked. Further, they
Living Scarecrows are mindless constructs (like golems)
are resistant to both cold and fire, suffering no damage on
but are less sophisticated in their construction. Commonly
a successful savings throw, or half damage if the save fails.
called harvest golems, they are created from a wooden
frame with some old, worn clothing stuffed with hay, and If a shambler hits with both its attacks against the same
topped with a carved pumpkin for a head. It is commonly creature, that creature is engulfed by the monster. The
seen in the fields during the harvest. victim can no longer attack or cast spells, and suffers 1d6
points of damage each round due to suffocation. A
While most are unarmed, some living scarecrows are
shambler can only engulf creatures of man-size or smaller,
equipped with a threshing flail (treat as a mace), a
and may only engulf one such creature at a time; the
pitchfork (treat as spear), or a harvesting scythe (treat as a
shambler will expel any such creature from its body 1d4
pole arm). Befitting their use for physical labor during
rounds after the victim dies. Attacks against a shambler
harvest time, it has a +1 bonus to both attack and damage
which has engulfed a victim require a savings throw vs.
rolls in melee combat from their magical strength. It also
Death Ray for the victim each time the monster is hit; if the
has Darkvision out to 60' and immune to fear. save fails, the victim suffers half (rounded down) of the
Unlike other golems, living scarecrows are not immune to damage done to the monster (which still takes full
mundane forms of attack and only has 25% resistance to damage). The victim does benefit from the monster's
magic spells. In addition, due to the materials in their resistance to fire or cold, but takes full damage from
construction the living scarecrow is weak against fire, lightning attacks.
taking 1 extra point per die of damage from fire attacks
and suffer a -2 penalty to saves vs. Fire. They also suffer a
-1 penalty to Initiative rolls.

Small Living Scarecrows are just like their bigger


cousins, but are about the size of a halfling or human child.
These creatures are often used to guard the smaller
children while their parents work the fields during harvests.

31
Monsters Basic Fantasy Field Guide 2

Snake, Uktena Although generally slow moving the Spitting Slug


possesses a muscular internal "mouth" that it can extend
Armor Class: 15 outward rapidly to engulf a limb sized object, and latch on.
Hit Dice: 9* Inside the mouth are small spines that secrete a paralyzing
No. of Attacks: 1 bite toxin (save vs. Poison + Constitution bonus, or be unable
Damage: 2d6 bite + poison to move), and digestive acids dealing 1 damage per round
Movement: 40' Swim 30' for as long as the slug is attached. A character wearing
armor automatically saves, and does not take the acid
No. Appearing: 1
damage* (see below). Characters that are affected by the
Save As: Fighter: 9
toxin get a save each round to overcome the poison. If the
Morale: 9 victim is not paralyzed treat this similar to wrestling with
Treasure Type: J, L the victim as the defender.
XP: 1,150
A slug which has successfully paralyzed its prey will
The Uktena is a great horned water serpent, as large attempt to swallow the victim, expanding its body to fit as
around as a tree trunk with a bright blazing crest on its much food as it can. Most human sized creatures take
forehead and scales that glow along the edges like some 1d6+3 rounds to engulf a limb, and as little as 1d4+1
inner fire. Some have described the horns as ram-like and rounds for smaller player races. Even when engulfed a
others as moose or stag antlers, though it does not use the player may continue to make savings throws against the
horns for attack. Uktena fear thunderbirds and will usually poison, or try to escape if not paralyzed. Any attacks
retreat to watery depths when one is near. An uktena against the slug while it is attached will deal half damage to
keeps some treasures in its lair, generally acquired from the victim (minimum 0; players can elect to only deal 1
victims. damage if they would otherwise deal more).
The uktena's bite is powerful, and those bitten must also Additionally, true to its name, once per day the spitting
save vs. Poison with a -2 penalty or fall comatose slug is able to spit a glob of its digestive acid that does 1d8
immediately and eventually die within 2d4 turns. Making damage + 1 damage per round for 3 rounds on a hit (A
matters worse, the uktena's brilliant crest allows it to save vs. Death Ray + Dexterity bonus negates the damage
charm monster against one target once per turn (as the per round). Armor may also negate the damage from the
spell) against mammalian creatures (most character races acid*. The acid is stored in special glands within the slug,
included), and those affected will simply move towards the so simply touching or even stabbing into the slug will not
horned serpent and remain charmed so that the uktena cause the object to dissolve.
may consume at leisure. An opponent that averts its gaze,
is blinded, or otherwise cannot see the jewel-like crest will *The acid is capable of dissolving armor. Every point of
not be affected by the charm attack. damage from the acid reduces the armors AC by 1 to a
minimum of 11 at which point the armor has dissolved
beyond being useful, and the acid simply does damage to
Spitting Slug the victim instead.
Armor Class: 11
Hit Dice: 2**
No. of Attacks: 1 bite or spit
Damage: 1d4 + special or special
Movement: 10'
No. Appearing: 1d6
Save As: Magic-User: 1
Morale: 9
Treasure Type: None
XP: 125

These gastropods are generally about the size of a medium


pig and weighing about 500 lbs, although some have been
seen that are larger than oxen. They can be found in
damp shaded areas feeding on detritus, and anything else
that it can catch.

32
Basic Fantasy Field Guide 2 Monsters

Thunderbird It weighs little when not engorged, so usually the victim


does not notice when a tic drops upon him. Adding to this,
Armor Class: 17 the tick's bite has an anesthetic quality, so the victim must
Hit Dice: 5* save vs. Poison to notice the bite, which still causes 1d3
No. of Attacks: 2 claws 1 bite, dive1d6 claws 1d8 points of damage regardless. The Game Master should roll
bite, dive (charge) +lightning or otherwise keep results of these savings throws secret.
Damage: 1d6 claws 1d8 bite, dive (charge) + Whether or not it is noticed, the tick drains blood for 1d4
lightning points of damage every subsequent turn until either the
Movement: 10' Fly 90' victim dies or 20 such points of damage are drained. The
No. Appearing: 1 hit points drained are not immediately noticed by the
character until the attached tick is realized. Each turn the
Save As: Fighter: 5
victim may save again to notice the attached tick. After
Morale: 9 draining the mentioned 20 hit points from a target (or the
Treasure Type: None target dies), the tick will drop off to finish its breeding cycle
XP: 405 again. An attached tick does not need to roll morale.
As rare as giant eagles are, a Thunderbird is even more The tick is very durable and difficult to remove. Using
rare. Equally large as giant eagles, one is about 10 feet tall brute force requires a Strength ability check (see p.153 of
with a wingspan of 20 feet, and has coloration that the BFRPG Core Rules), but this will cause an additional
includes various hues of electric-blue. In fact, the very air 1d4 points of damage to the attached victim. Even killing
around a thunderbird crackles and sparks with static the tick will not cause its head to be removed, so even with
electricity. Thunderbirds are intelligent and often speak the extreme care and taking over ten minutes will still cause
local common language. the victim 1 additional point of damage during the process.
Applying fire to a still live tick may cause it to release the
A thunderbird typically attacks from a great height, diving character (the tick may save vs. Death Ray with failure
earthward at tremendous speed (use charging rules). In causing the tic to drop off) but will often cause the afflicted
addition to the normal attack routine, while diving a bolt of character 1d3 points of damage in the process.
lightning trails the thunderbird, striking its target for 5d6
electrical damage (equivalent to the thunderbird's hit dice). Making matters worse, the giant tick often carries a
Those within 10 feet of the target take half that damage, disease. The bitten character must save again vs. Poison or
but the target or those nearby get a save vs. Dragon else be afflicted with a poison that causes 1 point of
Breath for one-half damage as well (ie half or one-quarter Constitution drain each day until death or a cure disease
damage respectively). When it cannot dive, it uses its spell is applied. While such disease is active, the character
powerful talons and slashing beak to strike at its targets may not heal this Constitution drain through rest, as
head and eyes. Anyone striking a thunderbird with a described on p.52 of the BFRPG Core Rules.
metallic weapon will take 1d6 electrical damage in return
(no save). A thunderbird is completely immune to any Giant ticks are fairly rare in most areas, as they decimate
electrical-based damage. the fauna in a small region to subsequently starve
themselves out, but may be more common in regions that
Tick, Giant have larger prey such as regions of prehistoric giant beasts.

Armor Class: 14
Hit Dice: 1*
No. of Attacks: 1 bite
Damage: 1d3 bite + blood drain, disease
Movement: 10'
No. Appearing: 1d6
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 37

A Giant Tick is a blood-sucking insect about a foot long


and is a more active hunter than its smaller kin. It typically
first attacks by dropping out of a tree or otherwise from a
height when prey walks by, usually with complete surprise.

33
Monsters Basic Fantasy Field Guide 2

Tree-Fox A tymera is intelligent but exceptionally ill-tempered. It can


speak dragon languages and may form pacts with other
Armor Class: 16 powerful creatures. There are rumors of a more
Hit Dice: 1 benevolent variant with a silver dragon's head.
No. of Attacks: 2 claws, 1 bite
Damage: 1d3 claws, 1d4 bite Tyrannobeak
Movement: 40' Climb 30'
No. Appearing: 2d4 Armor Class: 23
Save As: Fighter: 1 Hit Dice: 18 (AB +12)
Morale: 8 No. of Attacks: 1 claw, 1 beak, leap
Treasure Type: None Damage: 2d8 claw, 4d6 beak
XP: 25 Movement: 50' (10')
No. Appearing: Wild 1d3
The feral Tree-Fox is a rather squirrel-like mammal in Save As: Fighter:
overall shape, though substantially larger. They are not Morale: 11
actually related to squirrels, but more closely to that of Treasure Type: None
foxes or other canines. Their claws are used for climbing
XP: 4000
and make for effective attacks as well. Tree-foxes will form
small packs to improve their hunting effectiveness. They The Tyrannobeak is a massive member of the terror-bird
are sometimes domesticated by forest dwellers for use as family (Phorusrhacidae) of bipedal flightless birds. Despite
guardians or pets. its enormous size (20 foot height and 5-ton weight), a
tyrannobeak is a swift runner and can leap prodigiously. It
There is a wide variety of tree-fox coloration and overall
is a top level predator, able to take down the largest of
appearance. Some tree-fox breeds are so large as to have
prey. When possible, it typically first attacks by leaping
2 or more hit dice and stronger attacks, and these varieties
(counts as a charge attack) with both claws and a bite, but
appear more wolf-like, so much as to be called "tree-
once properly in melee can only make one claw attack per
wolves". Thankfully, they are quite rare.
round in addition to a bite. If the tyrrannobeak is actively
chasing a fleeing opponent, then it can only manage biting
Tymera attacks.
Armor Class: 17 When two are encountered it will be a mated pair. If a
Hit Dice: 11** (AB +9) third is present, then it will be an immature individual (roll
No. of Attacks: 2 claws, 3 heads + special d% and apply to HD and attacks, rounding as necessary).
Damage: 1d6 claws, 2d4 tiger bite, 2d4 horn, While several eggs are laid, the young aggressively attack
3d4 dragon bite + special each other until only the dominant alpha remains. The
Movement: 40' (10') Fly 60' (15') adults protect and instruct this alpha youth until it reaches
No. Appearing: 1d2, Wild 1d4, Lair 1d4
adulthood as well.
Save As: Fighter: 11
Morale: 9 Ushac
Treasure Type: F
Armor Class: 11 (or armor worn)
XP: 1,765
Hit Dice: 1-1*
Tymeras are a colder climate variant of the fierce three- No. of Attacks: 1 weapon
headed chimera. Where the chimera has lion portions, the Damage: by weapon
tymera consists of black- and white-striped arctic tiger Movement: 30'
parts. The goat head is more akin to a mountain ram, and No. Appearing: 1d8
the dragon portions is that of a white dragon. A tymera Save As: Normal Man
weighs substantially more than its chimera counterpart at Morale: 9
about 5,000 pounds. In addition to the physical attacks
Treasure Type: Q each; C in lair
mentioned, the white dragon head breathes forth a 50'
XP: 13
long cone with a 10' wide end that causes 4d6 cold;
victims may save vs. Dragon Breath for one-half damage. Cheerful and willing to help, Ushac are (sadly) the perfect
This attack is usable up to 10 times in one day but no minion race. Dwarf-sized with purple skin, grey eyes, cat-
more than every other round. As one would expect, the like ears, and bushy dodger-blue hair and beards, ushac
tymera is immune to cold-based attacks.

34
Basic Fantasy Field Guide 2 Monsters

are not inherently bad creatures. However, an ushac is utilize flaming oil, drop poisonous vermin, or simply shoot
quite easy to charm or otherwise dominate, much to the the vitcims. Preferring to stay out of melee, vihm receive a
delight of wicked spellcasters. bonus of +1 to hit and damage with ranged attacks. Vihm
have Darkvision with a range of 60', and suffer a -1
Each ushac may cast light (or its reverse, darkness) and penalty to attack rolls in bright sunlight or within the radius
purify food and water, each once per day. These innate of light spells. Vihm typically wear various hides
powers are cast at first level ability, even if the ushac takes (equivalent to leather armor) in battle.
on a character class (see below). In addition to these spell-
like powers, an ushac not in metal armor is stealthy like a One out of every six vihm will be a warrior with one full
thief, having a 25% chance to move silently and a 10% Hit Die (25 XP). The vihm ratlings gain a +1 bonus to their
chance to hide in shadows. One does not get additional morale if they are led by such a warrior. In vihm lairs, one
thief-like abilities unless he is actually a member of the out of every twelve will be a chieftain of 2 Hit Dice (75
thief class. XP) with an Armor Class of 14 (11) and having a +1
bonus to damage due to strength. In lairs of 30 or greater,
Most ushac are unarmored and carry only a dagger for there will be a vihm lord of 3 Hit Dice (145 XP) who wears
defense. Tribal protectors (about one-third of the heavier armor with an Armor Class of 15 (11) and a
population) wear leather or chain armor and will carry a movement of 10', and who has a +1 bonus to damage. In
medium-sized weapon such as a short sword, hammer, the lair, vihm never fail a morale check as long as the vihm
hand axe, or sometimes using slings. Their dwarf-like lord is alive. In addition, a lair has a chance equal to 1 on
stature likewise limits weapon choice to those a dwarf can 1d6 of a shaman being present (or 1-2 on 1d6 if a vihm
use (specifically excluding two-handed swords, polearms, lord is present). A shaman is equivalent to a regular vihm
and longbows). statistically, but has Clerical abilities at level 1d4+1.
Noted for their gullibility and lack of resistance to charms, Vihm are quite cowardly but very cunning and view nearly
an ushac saves against such related effects and spells at -4 all larger races as enemies. Strangely the vihm ratlings
penalty (charm, suggestion, illusions, siren's songs, seem to prefer to live in proximity to these larger races,
among others). Such effects tend to have longer durations keeping to the nooks and crannies under the very noses of
as well when used against an ushac (double any such the larger races. The actual dens and burrows that vihm
durations). Note that illusions and the like do not last inhabit are extensively trapped.
longer, only the ongoing or lingering effects upon the
ushac itself.
Wasp, Giant
Some ushacs, often leaders within their communities,
Armor Class: 15
advance as characters, and can be members of the Cleric,
Fighter, or Thief classes. For NPC or PC Ushac characters, Hit Dice: 4+1*
the individual may not have a Wisdom score higher than No. of Attacks: 1 sting + poison
16. Ushac vision is equal to human ability. Damage: 1d6 sting + poison
Movement: 20' Fly 60'
Vihm (Ratling) No. Appearing: 1, Wild 1d4+1, Lair 1d10+10
Save As: Fighter: 4
Armor Class: 13 (11) Morale: 10
Hit Dice: 1d4 HP Treasure Type: None
No. of Attacks: 1 weapon XP: 280
Damage: 1d4 or by weapon
Movement: 20' Unarmored 30' Giant wasps attack when hungry or threatened, stinging
No. Appearing: 4d4, Wild 6d10, Lair 6d10 their prey to death. It takes dead or incapacitated
opponents back to its lair as food for their unhatched
Save As: Normal Man
young. A victim stung by a giant wasp must make a
Morale: 6
savings throw vs. Poison or die.
Treasure Type: P, Q each; C in lair
XP: 10

Vihm are small, nearly hairless, rodent-faced humanoids.


They are often referred to as ratlings. A vihm is 2 to 2
feet tall and weighs 35 to 45 pounds. Whenever possible,
vihm set up ambushes near trapped areas with the goal of
driving enemies into the traps, where other ratlings wait to

35
Monsters Basic Fantasy Field Guide 2

Wolf Spider, Giant


Armor Class: 18
Hit Dice: 9*
No. of Attacks: 1 bite
Damage: 1d12 bite + poison
Movement: 50' Jump 20'
No. Appearing: 1
Save As: Fighter: 9
Morale: 10
Treasure Type: None
XP: 1,150

The Giant Wolf Spider is much like its normal size


namesake. They are on average about 3 tall and 5 long,
colored in patterns of light and dark brown. The giant wolf
spider does not build a web, and doesnt have the ability
to produce webs. They normally make their lairs in caves,
ruins, or by burrowing into the ground.

They are swift and merciless hunters, preferring to either Worm Man
wait in hiding for prey to come by, or in some cases to
Armor Class: 13
chase prey down. Due to their natural camouflage
coloration, the giant wolf spider is able to surprise prey on Hit Dice: 3**
a roll of 1-3 on 1d6 when waiting motionless. No. of Attacks: 1
Damage: 1d3 or by weapon
The giant wolf spider is a powerful jumper, able to jump Movement: 120' (40')
up to almost half of its normal movement rate. When No. Appearing: 1d10
waiting in ambush, a giant wolf spider will wait until prey
Save As: Fighter: 3
approaches within 20 and leap on it to attack. When
Morale: 9
chasing prey, they will close within 20 and leap for the kill.
Treasure Type: J
Anyone bitten by a giant wolf spider must save vs. Poison XP: 205
or be paralyzed for 2d6 turns. A neutralize poison spell
will negate this effect. Worm-men are humanoid worms who live deep
underground. Each is about 7 feet long, and has two arms
near the top of its body. The worm-man may either slither
or stand up on its tail to move in a more humanoid
fashion. It has large eyes that are mounted on either side
of its head, giving the worm-man excellent peripheral
vision so that it can only be surprised on a roll of 1 on a
1d6. A worm-man can exist on minerals for a time, though
bands of worm-men often make forays to the surface to
acquire decaying organic matter to supplement their diet.
A worm-man is immune to the sleep spell.

Each worm-man has a spell-like ability that functions like a


charm person spell. However, it has the limitation that the
effect will fade once the worm man loses eye contact with
the victim. The worm-man may use this ability once per
day, and often leads with it during combat.

Worm-men live in large communities apart from the other


underground civilizations. However, they are often willing
to be hired as soldiers by other races. Recently, they have

36
Basic Fantasy Field Guide 2 Monsters

begun to take a move aggressive stance toward the position themselves for a surprise attack. A xorn can glide
surface, perhaps deciding the time is right for them to through stone, dirt, or almost any other sort of earth
consider a campaign of conquest. (except metal) as easily as a fish swims through water. Its
burrowing leaves behind no tunnel or hole, nor does it
Xorn create any ripple or other signs of its presence. A move
earth spell cast on an area containing a burrowing xorn
Armor Class: 21 flings the xorn back 30 feet, stunning the creature for 1
Hit Dice: 7+1** round unless it succeeds on a savings throw vs. Spells.
No. of Attacks: 1 bite
Damage: 4d6 bite Zoog
Movement: 20' Burrow 20'
Armor Class: 14
No. Appearing: 1d6
Hit Dice: (1d4)
Save As: Fighter: 7
No. of Attacks: 1
Morale: 12
Damage: 1d4 (usually dagger)
Treasure Type: I, J, K, M
Movement: 30'
XP: 800
No. Appearing: 3d4
A Xorn is a native to the elemental plane of earth. Xorns Save As: Magic-User: 1
are about 5 feet tall and wide, weighing about 600 Morale: 7
pounds. It speaks Common along with their own Treasure Type: P, Ql J in lair
elemental language. Because a xorns symmetrically- XP: 10
placed eyes allow it to look in any direction, it cannot be
flanked. A xorns does not attack fleshly beings except to A Zoog is a small rodent-like being with sharp teeth and
defend itself or its property, since it cannot digest meat. A small tentacles on it mouth. They despise cats and will
xorns is indifferent to creatures of the Material Plane work diligently to eliminate any feline beings in the area.
with the sole exception of anyone carrying a significant Zoogs congregate in family units and are quite intelligent.
amount of precious metals or minerals, which a xorns eats. They use tools and one can often find zoogs that have
A xorn can smell food up to 20 feet away. It can be quite magical ability (1d6 levels of Magic-User with respective
aggressive when seeking food, especially on the Material HD increases). A zoog climbs trees much like a squirrel
Plane, where such sustenance is harder to find than on its may.
native plane.
"In the tunnels of that twisted wood, whose low
A xorns favorite mode of attack is to wait just beneath a prodigious oaks twine groping boughs and shine dim with
stone surface until a foe comes within reach, then emerge the phosphorescence of strange fungi, dwell the furtive
suddenly. Groups of xorns often send one of their number and secretive zoogs;"
to the surface to negotiate for food while the remainder
-H.P. Lovecraft, Dream-Quest of Unknown Kadath

37
Monsters Basic Fantasy Field Guide 2

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Identity" means product and product line names, logos and owner of any Product Identity used in Open Game Content
identifying marks including trade dress; artifacts; creatures shall retain all rights, title and interest in and to that Product
characters; stories, storylines, plots, thematic elements, Identity.
dialogue, incidents, language, artwork, symbols, designs,
8. Identification: If you distribute Open Game Content You
depictions, likenesses, formats, poses, concepts, themes and
must clearly indicate which portions of the work that you are
graphic, photographic and other visual or audio
distributing are Open Game Content.
representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and 9. Updating the License: Wizards or its designated Agents
special abilities; places, locations, environments, creatures, may publish updated versions of this License. You may use
equipment, magical or supernatural abilities or effects, logos, any authorized version of this License to copy, modify and
symbols, or graphic designs; and any other trademark or distribute any Open Game Content originally distributed
registered trademark clearly identified as Product identity by under any version of this License.

38
Basic Fantasy Field Guide 2 Monsters

10. Copy of this License: You MUST include a copy of this Leprechaun Copyright 2015 AlMan.
License with every copy of the Open Game Content You
Dracomanders, Hivelings, Lightning Salamander, Paper Tiger,
Distribute.
Shambling Mound Copyright 2015-2017 Chris Gonnerman.
11. Use of Contributor Credits: You may not market or
Malebranche, Pipe Beast Copyright 2013 Dave Gerard.
advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Drax'xion Copyright 2015 Dreamakuma.
Contributor to do so. Bone Viper 2017 Fastjack2xs.
12 Inability to Comply: If it is impossible for You to comply with Dread Horseman, Dread Scarecrow, Hell Steed, Living
any of the terms of this License with respect to some or all of Scarecrow 2014-2015 Eric Gallagher.
the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Giant Flying Brain Copyright 2015 Gotgrund.
Game Material so affected. Crystalline Egret, Spitting Slug Copyright 2016 Joe Hankel.
13 Termination: This License will terminate automatically if You Alokin, Octobat, Rock Bats, Rock Rollers, Worm Man
fail to comply with all terms herein and fail to cure such Copyright 2015 John Fredericks.
breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License. Catoblepas, Phoenix Copyright 2015 LibraryLass.

14 Reformation: If any provision of this License is held to be Gorophont, Lobizon, Sand Salamander, Wind Salamander
unenforceable, such provision shall be reformed only to the Copyright 2015, 2017 Martn Serena.
extent necessary to make it enforceable. Giant Wasp, Hezrou, Ushac, Xorn Copyright 2016 mwest.
15 COPYRIGHT NOTICE Infernal, Arachnea Copyright 2016 Paul R. Cottrell.
Open Game License v 1.0 Copyright 2000, Wizards of the Giant Wolf Spider Copyright 2016 PuppetMaster.
Coast, Inc.
Black Knight, Dwarrow, Grawl, Janni, Orog, Raggidy, Sand
System Reference Document Copyright 2000-2003, Wizards of Giant Copyright 2013 Ross Williams.
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Aeromi, Amarok, Bruhl, Common & Hybrid Deep Ones,
Williams, Rich Baker, Andy Collins, David Noonan, Rich
Cragodile, Dragonhawke, Elchman, Eyvique (Tusker),
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
Fyrenewt, Ghost Bear, Gila, Giant Tick, Jotenkin, Maggot-
James Wyatt, based on original material by E. Gary Gygax
man, Mink (and Giant), Nehnite, Norker, Northern Owlbear,
and Dave Arneson.
Polar Boar, Quill-Bear, Rakun, Sasquatch, Thunderbird, Timber-
Castles & Crusades: Players Handbook, Copyright 2004, Troll Wolf, Tree-Fox, Tymera, Tyrannobeak, Uktena, Ursine
Lord Games; Authors Davis Chenault and Mac Golden. Behemoth, Vihm, Zoog Copyright 2015-2016 R. Kevin Smoot.
Castles & Crusades: Monsters Product Support, Copyright Bazeley's Clockwork Armature, Imperial Griffon 2016
2005, Troll Lord Games. SerGavin.
Basic Fantasy Role-Playing Game Copyright 2006-2016 Chris Hob Copyright 2015 Shadowmane.
Gonnerman.
Cheiropteran, Chupacabra, Sapient Glyph Copyright 2016
Dragophant (and Alpha)Copyright 2015 arcbolt21. Stuart Marshall.
Ghostcap Bloom 2016 aRealDead1 The Basic Fantasy Field Guide 2 Copyright 2015-2017 Chris
Gonnerman, R. Kevin Smoot, James Lemon, & Contributors.

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