CHAPTER IV: Humanoids
“Now goblins are cruel, wicked, and bad-hearted. They make no beautiful things, but they make many clever ones.” - JRR Tolkien
The Hobbit
Monster Ability Scores
Tribal Spellcasters
Trooping Fey & Humanoids (Optional)
Humanoid Group Encounters
Annunakim
Batrachians
Bugbears
Centaurs
Cephaloids
Cheiropterans
Devil Rays
Gnolls
Goblins
Grimlocks
Hobgoblins
Kobolds
Lizard Men
Locathah
Mermen
Ogres
Orcs
Pech
Peikko
Sahuagin
Svartlings
Tritons
Troglodytes
Vegepygmies
Dealing with Intelligent Non-humans
Humanoid Motivations
MONSTER ABILITY SCORES
ABBREVIATIONS
Abbr. | SIZE | Abbr. | INTELLIGENCE | |
T | Tiny (2' tall or less) | A | Animal Intelligence | |
S | Small (2'-4' tall) | S | Semi-Intelligent | |
M | Man-Sized (4'-7' tall) | L | Low Intelligence | |
L | Large (7'-12' tall) | Av | Average Intelligence | |
H | Huge (12-25' tall) | V | Very Intelligent | |
G | Gargantuan (25'+ tall) | H | Highly Intelligent | |
E | Exceptionally Intelligent | |||
G | Genius Intelligence | |||
SG | Supra-Genius Intelligence | |||
Go | God-like Intelligence |
STRENGTH | INTELLIGENCE | |||||||||||||||||
3d6 | T | S | M | L | H | G | 3d6 | A | S | L | Av | V | H | E | G | SG | Go | |
3 | 3 | 5 | 7 | 9 | 11 | 13 | 3 | 1 | 1 | 3 | 6 | 7 | 9 | 10 | 13 | 15 | 17 | |
4 | 3 | 5 | 7 | 14 | 17 | 18/01 | 4 | 1 | 1 | 3 | 7 | 7 | 10 | 11 | 14 | 16 | 18 | |
5 | 4 | 6 | 8 | 15 | 18 | 18/51 | 5 | 1 | 1 | 4 | 7 | 8 | 11 | 13 | 15 | 17 | 19 | |
6 | 5 | 7 | 9 | 16 | 18/01 | 18/76 | 6 | 1 | 1 | 4 | 8 | 8 | 11 | 13 | 16 | 17 | 19 | |
7 | 6 | 8 | 10 | 17 | 18/51 | 18/91 | 7 | 1 | 2 | 5 | 8 | 9 | 12 | 14 | 16 | 18 | 20 | |
8 | 7 | 9 | 11 | 18 | 18/76 | 18/00 | 8 | 1 | 2 | 5 | 9 | 9 | 12 | 14 | 17 | 18 | 20 | |
9-12 | 8 | 10 | 12 | 18/01 | 18/91 | 19 | 9-12 | 1 | 3 | 6 | 9 | 11 | 13 | 15 | 17 | 19 | 21 | |
13 | 10 | 11 | 13 | 18/51 | 18/00 | 20 | 13 | 1 | 3 | 6 | 10 | 11 | 13 | 15 | 18 | 19 | 21 | |
14 | 11 | 12 | 14 | 18/76 | 19 | 21 | 14 | 2 | 4 | 7 | 10 | `12 | 14 | 16 | 19 | 20 | 22 | |
15 | 12 | 13 | 15 | 18/91 | 20 | 22 | 15 | 2 | 4 | 7 | 11 | `12 | 15 | 17 | 20 | 21 | 22 | |
16 | 13 | 14 | 16 | 18/00 | 21 | 23 | 16 | 3 | 5 | 8 | 11 | 13 | 16 | 18 | 21 | 22 | 23 | |
17 | 14 | 15 | 17 | 19 | 22 | 24 | 17 | 3 | 5 | 8 | 12 | 14 | 17 | 19 | 22 | 23 | 24 | |
18 | 15 | 16 | 18 | 20 | 23 | 25 | 18 | 4 | 6 | 9 | 13 | 15 | 19 | 20 | 23 | 24 | 25 |
DEXTERITY | WISDOM | |||||||||||||||||
3d6 | T | S | M | L | H | G | 3d6 | A | S | L | Av | V | H | E | G | SG | Go | |
3 | 13 | 11 | 9 | 7 | 5 | 3 | 3 | 1 | 2 | 3 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | |
4 | 14 | 12 | 10 | 8 | 6 | 4 | 4 | 1 | 2 | 3 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | |
5 | 15 | 13 | 11 | 9 | 7 | 5 | 5 | 1 | 2 | 4 | 7 | 9 | 11 | 13 | 15 | 17 | 19 | |
6 | 16 | 14 | 12 | 10 | 8 | 6 | 6 | 2 | 3 | 4 | 7 | 9 | 11 | 13 | 15 | 17 | 19 | |
7 | 17 | 15 | 13 | 11 | 9 | 7 | 7 | 2 | 3 | 5 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | |
8 | 18 | 16 | 14 | 12 | 10 | 8 | 8 | 2 | 3 | 5 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | |
9-12 | 19 | 17 | 15 | 13 | 11 | 9 | 9-12 | 3 | 4 | 6 | 9 | 11 | 13 | 15 | 17 | 19 | 21 | |
13 | 20 | 18 | 16 | 14 | 12 | 10 | 13 | 3 | 4 | 6 | 9 | 11 | 13 | 15 | 17 | 19 | 21 | |
14 | 21 | 19 | 17 | 15 | 13 | 11 | 14 | 3 | 4 | 7 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | |
15 | 22 | 20 | 18 | 16 | 14 | 12 | 15 | 4 | 5 | 7 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | |
16 | 23 | 21 | 19 | 17 | 15 | 13 | 16 | 4 | 5 | 8 | 11 | 13 | 15 | 17 | 19 | 21 | 23 | |
17 | 24 | 22 | 20 | 18 | 16 | 14 | 17 | 4 | 5 | 8 | 11 | 13 | 16 | 18 | 20 | 22 | 24 | |
18 | 25 | 23 | 21 | 19 | 17 | 15 | 18 | 5 | 6 | 9 | 12 | 14 | 17 | 19 | 21 | 23 | 25 |
CONSTITUTION | CHARISMA | |||||||||||||||||
3d6 | T | S | M | L | H | G | 3d6 | A | S | L | Av | V | H | E | G | SG | Go | |
3 | 3 | 5 | 7 | 9 | 11 | 13 | 3 | 1 | 1 | 3 | 6 | 8 | 11 | 13 | 15 | 17 | 19 | |
4 | 4 | 6 | 8 | 10 | 12 | 14 | 4 | 1 | 1 | 3 | 6 | 8 | 11 | 13 | 15 | 17 | 19 | |
5 | 5 | 7 | 9 | 11 | 13 | 15 | 5 | 1 | 1 | 4 | 7 | 9 | 12 | 14 | 16 | 18 | 20 | |
6 | 6 | 8 | 10 | 12 | 14 | 16 | 6 | 1 | 1 | 4 | 7 | 9 | 12 | 14 | 16 | 18 | 20 | |
7 | 7 | 9 | 11 | 13 | 15 | 17 | 7 | 1 | 2 | 5 | 8 | 10 | 13 | 15 | 17 | 19 | 21 | |
8 | 8 | 10 | 12 | 14 | 16 | 18 | 8 | 1 | 2 | 5 | 8 | 10 | 13 | 15 | 17 | 19 | 21 | |
9-12 | 9 | 11 | 13 | 15 | 17 | 19 | 9-12 | 1 | 3 | 6 | 9 | 11 | 14 | 16 | 18 | 20 | 22 | |
13 | 10 | 12 | 14 | 16 | 18 | 20 | 13 | 1 | 3 | 6 | 9 | 11 | 14 | 16 | 18 | 20 | 22 | |
14 | 11 | 13 | 15 | 17 | 19 | 21 | 14 | 1 | 4 | 7 | 10 | 12 | 15 | 17 | 19 | 21 | 23 | |
15 | 12 | 14 | 16 | 18 | 20 | 22 | 15 | 2 | 4 | 7 | 10 | 12 | 15 | 17 | 19 | 21 | 23 | |
16 | 13 | 15 | 17 | 19 | 21 | 23 | 16 | 2 | 5 | 8 | 11 | 13 | 16 | 18 | 20 | 22 | 24 | |
17 | 14 | 16 | 18 | 20 | 22 | 24 | 17 | 3 | 5 | 8 | 11 | 13 | 16 | 18 | 20 | 22 | 24 | |
18 | 15 | 17 | 19 | 21 | 23 | 25 | 18 | 3 | 6 | 9 | 12 | 15 | 17 | 19 | 21 | 23 | 25 |
TRIBAL SPELLCASTERS
See OSRIC for the basic rules regarding monster spellcasters (Shamans and Witchdoctors).
BLINK DOGS
Like other good-aligned creatures, Blink dogs have Clerics, as opposed to Shamans or Witchdoctors. They worship three demigods: Magda, the guardian; Roosh, demigod of loyalty; and Kakdak, the hunter. They engage in ritual food sharing among the pack. Sacrifices are buried.
Obedience, discipline and loyalty come naturally to blink dogs and they follow their religion closely. Rare clerical blink dogs tend to focus heavily on healing spells. Though few in number, blink dog Clerics can be quite powerful; there are attested cases of clerical blink dogs casting Raise Dead.
CENTAURS
Centaurs mostly worship Artemis or Hermes. They can become druids, mostly of very low level, but a few range much higher and there has been one recorded case of an exceptional centaur challenging for Great Druid status. (He was unsuccessful.) For some reason, centaur druids are able to use short bows.
As part of the rituals to celebrate the spring equinox, centaur druids ingest substantial quantities of wine laced with ivy-berries. While intoxicated with this substance, some have been known to consort intimately with horses. This is an irredeemable disgrace and the centaur-druid will always become an outcast, travelling as far as possible from their herd. Their name will never be mentioned again in centaur society.
CRABMEN
Crabmen can have Shamans of up to, and including, 3rd-level. They have no Witchdoctors. They worship either a small pantheon of demigods, or one demigod with several aspects (sages are not sure which). They worship on the nights they spawn, which is one night a year in most climes: dozens or hundreds of crabmen will gather on the beaches to dance, mate, and spawn. At these times, possessed by religious ecstasy, they fling handfuls of silver into the sea.
CYCLOPES
Most cyclopes worship Poseidon, but there are some who follow Kronos, and a few accounts speak of a much more northerly isle where a break-away group of cyclopes worship Odin. Female cyclopes appear to be much rarer than the males.
No male spellcasting cyclopes have ever been encountered. Female cyclopes can acquire spellcasting power by an unusual means:- three cyclopes perform a dark and bloody ritual together. At the climax of this ritual each cyclops puts out her own eye. They become an inseparable coven (and the three will always be encountered together). This conjures an entity from the Abyss, as yet unidentified, who grants them a huge, magical gemstone which functions as an eye – one eye between the three of them; a gigantic black cauldron that burns on a fire of bones; a great black eldritch weaving-loom inlaid with silver runes; and immense, colossal magical powers. These cyclops-witches are called Graeae. When acting together, a coven of Graeae can cast spells as an 18th -21st level Magic-user (17+1d4) and a 16th -19th level Cleric (15+1d4). It requires all three Graeae working in unison to cast a spell.
Graeae have some trouble regaining their spells when cast. They are reticent about the details but sages believe that regaining their spells involves weaving special kinds of magical cloth on their gargantuan looms, brewing weird concoctions in their cauldrons, and anthropophagy. They also eat elves, although not for spell-regaining reasons – Graeae just think elves are tasty.
DARK CREEPERS/STALKERS
For the most part, dark creepers worship the darkness itself, but there are a couple of heretical groups with rival faiths. Dark creepers can be Shamans of up to 5th-level or Witchdoctors of up to 5th/4th level. Dark stalkers can be Shamans of up to 7th-level or Witchdoctors of up to 7th/4th level. Neither species ever memorises Light or Dancing Lights.
Shamans of 5th-level and higher may (20%) be able to summon 1d2 shadows to fight for them. These creatures arrive 1d3 rounds after a successful summoning.
DOPPELGANGERS
Doppelgangers worship a protean deity which may be associated with, or may actually be, Tsathoggua. They can be shamans of up to 5th-level. They have no Witchdoctors, but a few rare individuals (<1%,c.f. Greater Dopplegangers) have the powers of an Illusionist of up to 7th-level. Illusionist doppelgangers tend to be leaders of their kind and will typically have 1d3 doppelgangers (50%) and/or 1d3 proteans (50%) as followers (roll the chance for each creature separately).
GHOULS
When a mortal becomes a ghoul, he or she no longer ages or decays. After sufficient centuries of unlife, particularly cunning ghouls can gain the powers of a Cleric (35%) or Witch (65%). In time they can reach levels as high as 6th. Ghouls with clerical powers do not seem to be able to turn or affect undead.
One of the major ghoulish religions seems to involve the ghoul embedding human teeth into its limbs and torso, facing outwards to make a kind of armour. A ghoul-Cleric or ghoul-Witch with enough teeth grafted into its flesh can attain an armour class as low as 3.
GRIMLOCKS
Grimlock Shamans range up to 3rd-level. They have no Witchdoctors, lacking eyes with which to read magical writings. The name of their deity or deities is unknown, but
Grimlocks seem to revere purple worms as emissaries or aspects of the divine. Unconfirmed reports from adventuring parties suggest that Grimlock worship involves ritually feeding their captives to purple worms.
HARPIES
Harpies can be Shamans of up to 3rd-level or Witchdoctors of up to 3rd/2nd level. Their religion is somehow tied up with their reproduction; harpies periodically lay eggs, but since there are no male harpies, the eggs are always infertile. Harpies can use a magical blood ceremony of some kind to fertilise them.
One account mentions a dragon-harpy: a creature with the head and breasts of a giantess and the wings, hind legs and tail of a dragon, which appeared during the course of a blood ceremony. If this being exists, it may be a harpy deity, but is more likely to be the harpy equivalent of an angel.
LAMIA
Lamia Shamans are very rare. They can range up to 7th-level, but they do not regain their spells through rest as other species do. Instead, a lamia Shaman regains her spells by stealing Wisdom, at the rate of one point of WIS per spell level recovered.
Lamia shamans have been heard crying “Ergazzunbek!”, and sages take this to be the name of their principal deity. Whether there are other gods in the lamia pantheon, or indeed other lamia religions, is not known. Ergazzunbek appears to be a god or goddess of hunger, and his or her worship seems to involve devouring human infants alive when the moon is gibbous. The lamia prefers this if the mother is watching this anthropophagous ceremony, but unable to intervene because she is beguiled - she will be made to assist at the feast.
Such a woman will be set free shortly thereafter. She is left to herself for a year and a day, and then she will be transformed into a lamia. High priests of certain good-aligned religions are taught a secret ritual which can prevent this, but no more details are known because the priests and the affected women always refuse to speak of it.
MEDUSAE
Medusae worship Typhon or Hecate. They can become clerics or magic users, as opposed to shamans or witchdoctors. They enjoy extremely high status in Medusa society. They are weak as spellcasters, being restricted to 3rd level at maximum. Those who worship Typhon are often awarded one or more pet venomous snakes, which will be immune to petrifaction, and some of which may be giant varieties. Those who worship Hecate can sometimes invoke an effect that adventurers call “Bad hair day”, causing their head-snakes to grow much longer and more active. The effect lasts only three rounds but during that time, the medusa has 1d6 attacks per round and can attack enemies up to five feet away.
MINOTAURS
Minotaurs are associated with the Greek goddess Ariadne of the Labyrinth and, less directly, with Helios the Sun-God. They can be Shamans of up to 5th-level, but have no Witchdoctors. Their religion involves spinning thread, usually from the hair of visitors to their labyrinths - some minotaurs seem to believe the longer their thread, the greater their chance of a rewarding afterlife. Very strong and experienced minotaurs may have long ropes made of human hair wound many times around their waists, a few (10%) of which function as Ropes of Entanglement.
OTYUGH
Most otyugh have no god and perform no worship. (There was once a small group of evil-aligned, religious otyugh in the service of Abhoth, but these have almost certainly been stamped out.) However, some of the most intelligent otyugh are capable of learning arcane magic, as proved by the archmage Copopaxos, who befriended one that took up residence in his latrine and made it his apprentice. All the spellcasting otyugh found since, and there have been several, can be trace their knowledge back to Copopaxos' first student.
Spellcasting otyugh are proper Magic-Users, not Witchdoctors. Their “spellbooks” are always carved stone tablets which can survive the disgusting conditions of the otyugh's lair. Some have ranged as high as 6th-level of magic use.
According to otyugh legends they are native to a world orbiting a distant sun; they claim their ancestors travelled here in a vast glass cylinder. Certainly they do not seem to be related to any other known form of life. They are interested in the magic of movement and translocation, and most otyugh spellcasters dream of one day learning to Teleport back to their own world.
QUICKLINGS
Only one sage has studied the Quickling religion, and after about six months of study he was found hopelessly mad. His writings had been burned. According to his housemaid, he once told her the quicklings worship at least nineteen separate deities, some of which were not demons.
Quickling religious worship involves making drums from the trepanned skulls and tanned skins of humans and demi-humans. A quickling playing its tom-toms as it runs makes a sound vaguely reminiscent of a rattlesnake. Instead of shamans or witchdoctors, quicklings have regular Clerics (of up to 8th-level), Witches (of up to 9th-level) and Magic- Users (of up to 13th-level). Mysteriously, no magic using quickling has ever managed to understand the spells Haste or Slow.
Quickling magic users are rumoured to able to make Boots of Speed, if provided with the raw materials and a colossal amount of money.
VAMPIRES
High level spellcasters may sometimes retain their abilities after becoming vampires though sheer force of will (3% chance per level), and indeed some powerful and depraved spellcasters may choose to become vampires through unspeakable rituals. Vampires may be be Illusionists, Magic Users, Witches or Clerics (always Chaotic Evil regardless of beliefs in life). Druids, Rangers, Paladins and other classes which must be of a non-evil alignment lose all class abilities and never become vampire spellcasters. Vampires never attain levels beyond those achieved in life, but despite this limitation vampire spellcasters have plenty of time to research spells and practice strategies that maximise their advantages and reduce their vulnerabilities.
It is possible for a vampire spellcaster to ensure that vampires they make retain spell abilities and indeed many of the more powerful actively choose spell-casters to serve them as accolytes - often beginning as misguided cultists in life serving the vampire in undeath. A vampire Cleric may attempt to turn the living, and if the result would be the 'Destroyed' the victims are reduced to crazed imbeciles. A vampire of above 12th-level may summon werewolves or wererats as a normal vampire can summon rats or wolves.
WERERATS
Wererats have Shamans, Witches and Illusionists amongst their ranks. The shamen worship the forces of decay and decadence and may reach up to 5th-level. Wererat Witches may reach 7th-level and Illusionists as high as 9th; though 90% of spellcasters will be of levels 1d3.
Wererat beliefs are essentially cynical and fatalistic and the preponderance of Illusionists among their spellcasters is due to their love of sowing discord and beguiling ordinary virtuous and noble persons into immoral and vile actions. They do this in order to demonstrate that such is true nature of all humanity despite vain protestaions of virtue - a view regularly expounded upon as a point of essential dogma by their clerics also.
YETI
Only female yeti may become Shamans. They have no Witchdoctors, and the rare Shamans range only as high as 3rd-level. They chew on owl pellets soaked in mammoth's milk, and read the future in blood spatters in the snow. They have three deities: Eagi, goddess of fire and the sun; Keagi, goddess of meat and milk; and Veagi, goddess of hunting and stealth. 3rd-level Shamans almost always choose to learn Resist Fire.
EXPANDED DIVINE SPELL LIST FOR SHAMANS/WITCHDOCTORS
Level 1 | Level 2 | Level 3 | Level 4 |
Censure | Aid | Cure/Cause Blindness | Divination |
Ceremony | Augury | Cure/Cause Disease | Exorcise |
Combine | Chant | Dispel Magic | Giant Insect |
Cure/Cause Light Wounds | Detect Charm | Flame Walk | Neutralise Poison |
Detect Evil/Good | Enthrall | Locate Object | Plague |
Detect Magic | Resist Fire | Prayer | Tongues |
Light | Snake Charm | Remove Curse/Curse | |
Portent | Speak With Animals | Remove Paralysis | |
Protection from Evil/Good | Stalk | ||
Resist/Cause Fear | Vicissitude |
EXPANDED ARCANE SPELL LIST FOR WITCHDOCTORS
Level 1 | Level 2 |
Affect Normal Fires | Audible Glamour |
Alarm | Bind |
Buoyancy | Detect Invisibility |
Dancing Lights | Dispel Silence |
Identify | Invisibility |
Push | Levitate |
Shield | Magic Mouth |
Taunt | Scare |
Ventriloquism | Swim |
Werelight | Uncontrollable Hideous Laughter |
TROOPING FEY & HUMANOIDS (OPTIONAL)
Unlike Humans, Elves, Dwarfs, Gnomes & Halflings, the faery and humanoid races all retain to one degree or another an instinctual migratory behavior known more commonly as trooping. When the time comes, a number of faeries or humanoids will, as if charmed, wander off to join groups of others of their kind. Together, they will march for some distance, sometimes hundreds of miles, until, by mutual intuition, they will stop. In nearly every case a special event of some kind will mark the end of the troop; some end in a feast or communal dancing, others in mayhem and bloodshed.
Depending upon alignment, troops may either be friendly or hostile to outsiders encountered along the way. Good faeries may invite them to dance, while neutral or chaotic faeries may play lighthearted pranks or even cruel tricks on them. Humanoids, mostly evil, are another matter entirely. They will most probably kill or enslave anyone encountered and feast on their flesh or sacrifice them to their crude gods.
Troops are usually made up of a mixture of many different types of monsters and fight more like a mob than a disciplined army. Fey troops typically travel for less than a day and end in feasting, dancing celebrating the lunar or solar holidays, or a similar gala event. Humanoid troops are rarely for pleasure, and end in pillage and slaughter. In either case a troop may have a leader chosen from amongst the troop according to their superior rank or power.
Faery Troops (Roll 1d8 times for Type(s) present, once for other columns) | |||||||
1d12 | TYPE | 1d8 | PURPOSE | 1d4 | DURATION | 1d4 | DEMEANOR |
1 | Brownie | 1 | Dancing | 1 | One night | 1 | Loud & Boisterous |
2 | Centaur | 2 | Feasting | 2 | One day | 2 | Silent & Invisible |
3 | Dryad * | 3 | Pilgrimage | 3 | 24 hours | 3 | Quiet & Serene |
4 | Leprechaun | 4 | Stargazing | 4 | 40 days / nights | 4 | Mischievous & Cunning |
5 | Nixie | 5 | Storytelling | ||||
6 | Nymph * | 6 | Fighting | ||||
7 | Pixie | 7 | Migration | ||||
8 | Satyr | 8 | Mating | ||||
9 | Sprite | ||||||
10 | Sylph | ||||||
11 | Treant * | ||||||
12 | Unicorn | ||||||
*Does not travel with the troop but may be present at the destination |
Humanoid Troops (Roll once per columns) | |||||||
1d10 | TYPE | 1d8 | PURPOSE | 1d6 | DURATION | 1d6 | DEMEANOR |
1 | Bugbear | 1 | Eating | 1 | 1 week | 1 | Loud & Boisterous |
2 | Ettin | 2 | Eating / Mating | 2 | 1 month | 2 | Silent & Invisible |
3 | Gnoll | 3 | Fighting | 3 | 40 days | 3 | Ravenously Hungry |
4 | Goblin | 4 | Fighting / Eating | 4 | 6 months | 4 | Quarrelsome & Divisive |
5 | Hobgoblin | 5 | Sacrifice | 5 | 1 year | 5 | Hellbent & Grim |
6 | Kobold | 6 | Migration | 6 | Indefinately | 6 | Suicidally Enraged |
7 | Ogre * | 7 | Mating | ||||
8 | Orc | 8 | Marauding | ||||
9 | Troll * | ||||||
10 | Svartling | ||||||
*Trooping isn't a true instinct for them but they often tag along in hopes of landing a free meal. Roll again to determine the main troop type. |
Troop Numbers | |
1d8 | Number Appearing |
1 | 2d10 |
2 | 1d6 |
3 | 1d20 |
4 | 2d20 |
5 | 1d100 |
6 | 2d10 |
7 | 4d10 |
8 | 6d6 |
HUMANOID GROUP ENCOUNTERS
ANNUNAKIM (Dangerous Dungeons p.XXX)
RAIDING PARTIES | # APPEARING: 1d10+20 (21-30) | |
Leader: | Annunaki Warrior-Mage | |
Annunaki Captain | ||
Troops: | 2 Annunaki Warrior or Mage Trainees |
MISSION PARTIES
Leader: | Annunaki Knight | |
Annunaki Captain | ||
2 Annunaki Sergeants | ||
Troops: | 1d6+1 Annunaki Warriors / Mages | |
LAIRS | ||
Leaders: | Annunaki Queen | |
Annunaki Knight | ||
2 Annunaki Captains | ||
2 Annunaki Sergeants | ||
Spellcasters: | 2 Annunaki Sergeants | |
2 Annunaki Warrior-Mages | ||
Troops: | 1d10+10 Annunaki Commoners |
Annunakim Equipment | ||
d% | WEAPONRY | ARMOUR |
01-40 | Two-handed Sword | Splint (AC 4) |
45-70 | Battleaxe | |
71-00 | Polearm |
Annunakim Lairs | |
1d10 | TYPE |
1-3 | Astral Ship |
4-6 | Fortress / Citadel |
7-8 | Astral Asteroid |
9-10 | Captured Cephaloid Base |
BATRACHIANS (c.v. OSRIC)
ALL GROUPS | # APPEARING: 10-80 (10d8) | |
Leader(s) | >30 Batrachians | 1d6 Batrachian Leaders (2HD) |
Shaman(s) | Every 30 Batrachians | Batrachian Shaman (lvl 1d4+1) |
>50 Batrachians | 1d2 Batrachian Acolytes (lvl 1d2) | |
Witch-doctor(s) | >60 Batrachians | Batrachian Witch-doctor (lvl 1d3+1) |
>70 Batrachians | 1d2 Batrachian Apprentices (lvl 1d2) | |
LAIRS | ||
Non-combatants | +100% Batrachian Females (1d6hp) | |
+100% Batrachian Efts (1d2hp) | ||
Animal guardians | 25% chance of | (01-75) 2d4 Giant Frogs |
(76-00) Poisonous Giant Frogs |
Batrachian Equipment | ||
d% | WEAPONRY | |
01-25 | Spear & Shield | |
26-35 | Harpoon & Shield | |
36-45 | Trident & Shield | |
46-50 | Spear | |
51-00 | Harpoon |
Batrachian Lairs | ||
1d10 | TYPE | |
1-2 | Caverns | |
3-4 | Swamp / Moor | |
5-6 | Kelp Forest | |
7-8 | Ruins | |
9-10 | Reef |
BUGBEARS (c.v. OSRIC)
ALL GROUPS | #Appearing: 6-36 (6d6) | |
Leader(s) | Every 12 Bugbears | Bugbear Leader (4HD) |
Shaman(s) | 50% Bugbear Shaman (lvl 1d4+1) 1d2 Bugbear Shaman Acolytes (lvl 1d2) |
|
Witch-doctor(s) | >24 Bugbears | 25% Bugbear Witch Doctor (lvl 1d2) |
LAIRS | ||
Leader(s) | >24 Bugbears | Bugbear Chief (4HD/Max hp) Bugbear Sub-chief (4HD) |
Non-combatants | +50% Bugbear Females (HD2+1) +50% Bugbear Young (HD1+1) |
Bugbear Equipment | ||
d% | WEAPONRY | ARMOUR |
01-20 | Sword | Shield (AC4) |
21-60 | Spear & Club | Nil |
61-80 | Morningstar | Shield (AC4) |
81-00 | Halberd & Club | Nil |
Bugbear Lairs | |
1d10 | TYPE |
1 | Village |
2-5 | Cavern |
6-7 | Dungeon |
8-9 | Ruin |
10 | Fort |
CENTAURS (c.v. OSRIC)
ALL GROUPS | # APPEARING: 4-24 (4d6) | |
Leader(s) | Every 5 Centaurs | Centaur Leader (5HD) 200% personal treasure, armed with lance & shield |
Shaman(s) | >12 Centaurs | 50% Centaur Shaman (lvl 1d6+1) 1d2 Centaur Shaman Acolytes (lvl 1d2) |
Witch-doctor(s) | >16 Centaurs | 25% Centaur Witchdoctor (lvl 1d2) |
LAIRS | ||
Herdsmen | 1d6 Centaur Males | |
Non-combatants | 200% Centaur Females (3HD) 1d6x5 Centaur Young (1-3HD) |
Centaur Equipment | |
d% | WEAPONRY |
01-50 | Oaken Clubs |
51-75 | Composite Bows |
76-00 | Shield & Lance |
Centaur Lairs | |
1d10 | TYPE |
1-4 | Glade / Grove / Orchard |
5-9 | Meadow / Field |
10 | Hill Fort |
CEPHALOID (Dangerous Dungeons, p. XXX)
ALL GROUPS | # Encountered: 1-4 (1d4) or 9-24 (4d4+8) | |
Leader: | Every 4 Cephaloids | Cephaloid Master (9+4 HD) |
LAIRS
Leaders: | Every 8 Cephaloids | Cephaloid Torturer (10+4 HD) |
Cephaloid Mindlord (11+4 HD) | ||
Non-Combatants: | 25% Cephaloid Young |
Cephaloid Lairs | |
1d10 | TYPE |
1 | Dungeon Laboratory |
2 | Ruin |
3 | Haunted Pool / Lake |
4 | Insane Asylum |
5 | Sewer |
6 | Swamp |
7 | Prison/ Gaol |
8 | Pocket Dimension |
9 | Astral Spacewreck |
10 | Astral Asteroid |
CHEIROPTERANS (Dangerous Dungeons, p. XXX)
ALL GROUPS | # APPEARING: 10-60 (10d6) | |
Leader(s) | Every 10 Cheiropterans | Cheiropteran Corporal (AC4, 5HD) |
Every 30 Cheiropterans | Cheiropteran Sergeant (AC3, 6HD) | |
50+ Cheiropterans | Cheiropteran Captain (AC2, 7HD) | |
Priests | 50% chance of | Cheiropteran Priest (Cleric, lvl 1d4+3) |
1d3 Cheiropteran Acolytes (Cleric lvl 1d3) | ||
LAIRS | ||
Non-combatants | +50% Cheiropteran Females | |
+50% Cheiropteran Whelps |
Cheiropteran Equipment | |
d% | WEAPONRY |
01-80 | Halberds |
81-00 | Longbow |
Cheiropteran Lairs | |
1d10 | TYPE |
1-6 | Natural Cavern |
7-10 | Worked Cavern |
DEVIL RAYS (Dangerous Dungeons, p. XXX)
ALL GROUPS | # APPEARING: 10-100 (10d10) | |
Leader(s) | Every 10 Devil Ray | Devil Ray Leader (2nd-lvl Cleric) |
Every 20 Devil Ray | Devil Ray Hero (3rd-lvl Cleric) | |
Every 50 Devil Ray | Devil Ray Noble (5th-lvl Cleric) | |
> 50 Devil Ray | Devil Ray Chieftain (8th - lvl Cleric, 4+4HD) | |
2 Devil Ray Guards (6th - lvl Clerics, 3+3HD) | ||
Vampiric Devil Ray | Every 20 Devil Ray, 50% chance | 1 Vampiric Devil Ray |
LAIR | ||
Non-combatants: | 50% Devil Ray young (1-1HD) |
Devil Ray Lairs | |
1d10 | TYPE |
1-3 | Reef |
4-6 | Ruin |
7-10 | Undersea Cavern |
GNOLLS (c.v. OSRIC)
ALL GROUPS | # APPEARING: 20-200 (20d10) | |
Leader(s) | Every 200 Gnolls | Gnoll Leader (3HD) |
>100 Gnolls | Gnoll Warchief (4HD, Max hp) 2d6 Gnoll Guards (3HD) |
|
Shaman(s) | >60 Gnolls | Gnoll Shaman (lvl1d4+1) 1d2 Gnoll Shaman Acolytes (lvl 1d2) |
Witchdoctor(s) | >120 Gnolls | 25% Gnoll Witchdoctor (lvl 1d2) |
LAIRS | ||
(01-85) Underground | ||
Leader(s) | Gnoll Warchief (4HD, Max hp) | |
5d4 Gnoll Guards (3HD) | ||
Non-combatants | +50% Gnoll Females (1+1HD) +200% Gnoll Young (1HD) |
|
(86-00) Ruins | ||
Leader(s) | Gnoll Warchief (4HD, Max hp) 5d4 Gnoll Guards (3HD) |
|
Non-combatants | +50% Gnoll Females (1+1HD) +200 Gnoll Young (1HD) |
|
All Lairs | ||
Guardians | 65% chance of | 01-80 4d4 Hyenas |
81-00 2d6 Hyenadons | ||
35% chance of | 1d3 Trolls | |
Slaves | 1 per 10 Gnolls | |
Allies | 10% chance of | 1d6 Flinds |
Gnoll Equipment | ||
d% | WEAPONRY | |
01-15 | Longbow | |
16-50 | Polearm | |
51-65 | Two-handed Sword | |
66-85 | Battleaxe | |
86-00 | Morningstar |
Gnoll Lairs | ||
1d10 | TYPE | |
1-3 | Cavern | |
4-6 | Ruin | |
7-8 | Palisade | |
9-10 | Dungeon |
GOBLINS (c.v. OSRIC)
ALL GROUPS | # APPEARING: 40-400 (40d10) | |
Leader(s) | Every 40 Goblins | Goblin Leader (7hp) 4 Goblin Guards (7hp) |
Every 200 Goblins | Goblin Subchief (1+1HD) 2d4 Goblin Guards (7hp) |
|
Shaman(s) | >100 Goblins | Goblin Shaman (lvl 1d6+1) |
>200 Goblins | 1d3 Goblin Shaman Acolytes (lvl 1d2) | |
Witchdoctor(s) | >200 Goblins | Goblin Witchdoctor (lvl 1d4) |
>300 Goblins | Goblin Apprentices (lvl 1d3) | |
Mounts | 25% chance of | 10% mounted on Dire Wolves +1d4x10 Dire Wolves (no riders) |
LAIRS | ||
Leader(s) | Goblin Chief (2HD/16hp) +2d4 Goblin Bodyguards (2HD,9-14hp) |
|
Non-Combatants | 60% Goblin Females +100% Goblin Young |
|
Allies | 20% chance of | 2d6 Bugbear mercenaries |
Goblin Equipment | ||
d% | WEAPONRY | ARMOUR |
01-10 | Shortsword & Pick | Leather or Piecemeal Armours (AC6) |
11-20 | Shortsword & Sling | |
21-30 | Shortsword & Spear | |
31-40 | Sling | |
41-60 | Morningstar | |
61-70 | Pick | |
71-00 | Spear |
Goblin Tribes | ||
1d10 | NAME | COLOURS |
1 | Crooked Eye | White, blood red & mustard yellow |
2 | Rotting Snake | Black, moss green & blood red |
3 | Yellow Biters | Mustard yellow & black |
4 | Mouldy Bone | Moss green, brown & blood red |
5 | Green Mushroom | Green, purple & orange |
6 | Bloody Cave | Brown, gray, and blood red |
7 | Dripping Spear | Brown and black |
8 | Blue Tooth | Blue and white |
9 | Death Moon | Green, black, and white |
10 | Shadow Axe | Purplish green & gray |
Goblin Lairs | |
1d10 | TYPE |
1-5 | Caverns |
6-8 | Dungeon |
9-10 | Ruins |
GRIMLOCKS (c.v. OSRIC)
ALL GROUPS | # APPEARING: 20-200 (20d10) | |
Leader(s) | Every 30 Grimlocks | Grimlock Hero (3HD, AC4) |
LAIR | ||
Leader(s) | Every 40 Grimlocks | Grimlock Chieftain (4HD, AC3) |
Non-combatants | 100% Grimlock Females (1HD, AC6) | |
100% Grimlock Young (1hp, AC6) |
Grimlock Equipment | ||
d% | WEAPONRY | |
01-25 | Obsidian Morningstar | |
26-35 | Stone Battleaxe | |
36-45 | Obsidian Club | |
46-50 | Obsidian Broadsword | |
51-00 | Unarmed |
Grimlock Lairs | ||
1d10 | TYPE | |
1-5 | Natural Caverns | |
6-8 | Worked Caverns | |
9-10 | Dungeon |
HOBGOBLINS (c.v. OSRIC)
ALL GROUPS | # APPEARING: 40-400 (40d10) | |
Leader(s) | Every 200 Hobgoblins | Hobgoblin Sub-chief (3HD) 20% Hobgoblin Standard-Bearer (2HD) |
Every 20 Hobgoblins | Hobgoblin Leader (2HD) 2 Hobgoblin Guards (9hp) |
|
Shaman(s) | >100 Hobgoblins | Hobgoblin Shaman (lvl 1d6+1) |
>200 Hobgoblins | 1d3 Hobgoblin Shaman Acolytes (lvl 1d2) | |
Witchdoctor(s) | >200 Hobgoblins | Hobgoblin Witchdoctor (lvl 1d4) |
>300 Hobgoblins | Hobgoblin Apprentices (lvl 1d3) | |
LAIRS | ||
(01-20) Fort (including ditch, rampart, palisade, 2 gates & 3-6 watchtowers) | ||
Leader(s) | Hobgoblin Chief (4HD, max hp) Hobgoblin Guards (3HD) Hobgoblin Standard-Bearer (1+1HD) |
|
Non-combatants | x150% Hobgoblin Females (1+1HD) x300% Hobgoblin Young (1HD) |
|
Siege Engines | Every 50 Hobgoblins | 2 Hvy. Catapults 2 Lt. Catapults 1 Ballista |
(21-00) Underground | ||
Leader(s) | Hobgoblin Chief (4HD, max hp) Hobgoblin Guards (3HD) Hobgoblin Standard-Bearer (1+1HD) |
|
Non-combatants | x150% Hobgoblin Females (1+1HD) x300% Hobgoblin Young (1HD) |
|
Animal guardians | 60% chance of | 2d6 Carnivorous Apes |
Hobgoblin Equipment | ||
d% | WEAPONRY | ARMOUR |
01-20 | Sword & Composite Bow | Leather & Lamellar Armour (AC5) |
21-30 | Sword & Spear | |
31-35 | Sword & Morningstar | |
36-40 | Sword & Whip | |
41-70 | Polearm | |
71-80 | Spear | |
81-00 | Morningstar | DM's Choice |
Note: Hobgoblin leader types equipped with 2 weapons |
Hobgoblin Tribal Standards | ||||
1d8 | NAME | NAME | ||
1 | Rippers | 5 | Marrow Suckers | |
2 | Leg Breakers | 6 | Flayers | |
3 | Skull Smashers | 7 | Slow Killers | |
4 | Flesh Renders | 8 | Lotus Eaters |
Hobgoblin Lairs | |
1d10 | TYPE |
1-3 | Natural Caverns |
4-5 | Worked Caverns |
6-7 | Dungeon |
8 | Ruins |
9 | Hill Fort |
10 | Palisade |
KOBOLDS (c.v. OSRIC)
ALL GROUPS | # APPEARING: 40-400 (40d10) | |
Leaders | Every 40 Kobolds | Kobold Leader (4hp) |
5d4 Kobold Guards (3-4hp) | ||
Shaman(s) | Every 40 Kobolds | Kobold Shaman (lvl 1d4+1) |
1d2 Kobold Acolytes (lvl 1) | ||
Witchdoctor(s) | >100 Kobolds | Kobold Witchdoctor (lvl 2) |
>200 Kobolds | 1d3 Kobold Apprentices (lvl 1) | |
LAIRS | ||
Non-combatants | +50% Kobold Females (2hp) | |
+10% Kobold Young (1hp) | ||
+10% Kobold Young (1hp) | ||
Animal Guardians | 65% chance of | 1d4+1 Wild Boars |
30% chance of | 1d4 Giant Weasels |
Kobold Equipment | ||
d% | WEAPONRY | ARMOUR |
01-05 | Shortsword & Javelin | 50% equipped with a wooden shield |
06-15 | Shortsword & Spear | |
16-25 | Shortsword | |
26-45 | Handaxe | |
46-75 | Spiked Wooden Club | |
76-90 | 2-3 Javelins | |
91-00 | Spear |
Kobold Lairs | |
1d10 | TYPE |
1-4 | Burrow / Tunnels |
5-8 | Natural Cavern |
9-10 | Worked Cavern |
LIZARD MEN (c.v. OSRIC)
ALL GROUPS | # APPEARING: 10-40 (10d4) | |
Leader(s) | Every 10 Lizard Men | Lizard Man Hero (17hp) |
Every 20 Lizard Men | Lizard Man Champion (24hp) | |
All Lizard Men Bands | Lizard Man Chief (3+3HD) | |
Shaman(s) | >10 Lizard Men | Lizard Man Shaman (lvl 1d6+1) |
>30 Lizard Men | 1d3 Lizard Man Acolytes (lvl 1d3) | |
Witchdoctor(s) | >20 Lizard Men | Lizard Man Witchdoctor (lvl 1d2) |
LAIRS | ||
Leader(s) | Lizard Man Chieftain (4+4HD) 1d4 Lizard Men Guards (2+2HD) |
|
Non-combatants | 1d4x10 Lizard Men Females | |
1d4x20 Lizard Men Eggs |
Lizard Men Equipment | ||
d% | WEAPONRY | ARMOUR |
01-20 | Longsword | Shield |
21-60 | Javelins (x2) & Club | Nil |
61-80 | Javelins (x2) & Morningstar | Shield |
81-00 | Darts & Club | Shield |
Lizard Man Lairs | |
1d10 | TYPE |
1-3 | Swamp Mound |
4-6 | Burrow / Tunnels |
7-8 | Natural Cavern |
9 | Worked Cavern |
10 | Palisade |
LOCATHAH (c.v. OSRIC)
ALL GROUPS | # APPEARING: 20-200 (20d10) | |
Leader(s) | Every 40 Locathah | Locathah Leader, 4th-lvl Ftr (18hp) 4 Locathah Assistants, 3rd-lvl Ftr (14hp) |
>120 Locathah | Locathah Chief, 5th-lvl Ftr (22hp) 12 Locathah Guards, 3rd-lvl Ftr (12-14hp) |
|
LAIRS | ||
Non-combatants | 1d2x20 Locathah Females | |
1d2x20 Locathah Eggs | ||
1d2x20 Locathah Hatchlings | ||
Animal Guardians | 4d4 Moray Eels | |
50% chance of | Portugese Man-O-War |
Locathah Equipment | |
d% | WEAPONRY |
01-20 | Lance |
21-50 | Crossbow |
51-80 | Trident |
81-00 | Net & Dagger |
Note: All warriors mounted on Giant Eels |
Locathah Lairs | |
1d6 | TYPE |
1 | Natural Undersea Cavern |
2 | Coral Reef |
3 | Shipwreck |
4 | Sunken Ruin |
5 | Abandoned Giant Shell |
6 | Worked Undersea Cavern |
MERMEN (c.v. OSRIC)
ALL GROUPS | # APPEARING: 20-200 (20d10) | |
Leader: | Every 40 Mermen | Merman Hero (3HD) |
4 Mermen Assistants (2HD) | ||
>120 Mermen | Merman Chieftain (4HD) | |
12 Mermen Bodyguards (3HD) | ||
LAIRS | ||
Lair Type: | 1-3 Reef | |
4-6 Cliffside | ||
7-8 Shoal | ||
9 Undersea Caves | ||
10 Sunken Ruins | ||
Non-Combatants: | +100% Mermen Females | |
+100% Mermen Young | ||
Animal Guardians: | 3d6 Giant Barracuda |
Mermen Equipment | |
d% | WEAPONRY |
01-25 | Trident & Dagger |
26-35 | Light Crossbow & Dagger |
36-45 | Net, Javelin & Dagger |
46-50 | Grapples & 50' line |
51-00 | Trident & Net |
Mermen Lairs | |
1d10 | TYPE |
1-2 | Natural Undersea Caverns |
3-5 | Worked Undersea Caverns |
6-7 | Undersea Settlement |
8-9 | Reef |
10 | Ruins |
OGRES (c.v. OSRIC)
ALL GROUPS | # APPEARING: 2-20 (2d10) | |
Leader(s) | >11 Ogres | Ogre Leader (AC3, hp33) |
>16 Ogres | Ogre Chieftain (5HD) Ogre Guard (AC3, hp33) |
|
Shaman | >16 Ogres, 50% chance of | Ogre Shaman (lvl 1d4+1) |
LAIRS | ||
Non-combatants | 2d6 Ogresses | |
2d4 Ogre Young | ||
Prisoners | 30% chance of | 2d8 Prisoners for food (75%) or slave labor (25% |
Ogre Lairs | |
1d10 | TYPE |
1-2 | Natural Cavern |
3-4 | Worked Cavern |
5-6 | Dungeon |
7-9 | Ruins |
10 | Homestead |
ORCS (c.v. OSRIC)
ALL GROUPS | # APPEARING: 30-300 (30d10) | |
Leader(s) | Every 10 Orcs | Orc Boss (AC4,8hp) |
3 Orc Guards (8hp) | ||
Every 150 Orcs | Orc Subchief (AC4,2HD,11hp) | |
3d6 Orc Guards (AC4,8hp) | ||
40% Orc Standard Bearer (8hp) | ||
Baggage Train | Only if encountered outside lair | 1d6x10 Slavebearers (5d6gp cargo) |
1d6 Carts (10-1,000gp cargo) | ||
Shaman(s) | >30 Orcs | Orc Shaman (lvl 1d4+1) |
>100 Orcs | 1d2 Orc Acolytes (lvl 1d2) | |
Witchdoctor(s) | >150 Orcs | Orc Witchdoctor (lvl 1d3+1) |
>200 Orcs | 1d2 Orc Apprentices (lvl 1d2) | |
Smithy | Every 100 Orcs | Orc Smith & 1d2 Apprentices |
LAIRS | ||
(01-25) Fort (including ditch, rampart, palisade, 1d4 watchtowers, and 1 gate) | ||
Leader(s) | Orc Chief (AC4, HD3, hp13-16) | |
5d6 Orc Bodyguards (AC4, HD2, hp11) | ||
Orc Standard Bearer (8hp) | ||
Siege Weapons | Every 100 Orcs | 1 Lt. Catapult & 1 Ballista |
Non-Combatants | +100% Orc Females +150% Orc Young | |
(26-00) Underground | ||
Leader(s) | Orc Chief (AC4, HD3, hp13-16) | |
5d6 Orc Bodyguards (AC4, HD2, hp11) | ||
Orc Standard Bearer (8hp) | ||
Non-Combatants | +100% Orc Females +150% Orc Young | |
Allies | 5% chance of | 1d6 Ogrillons |
50% chance of | 1d4+1 Ogres |
Orc Equipment | Orc Tribes | |||||
d% | WEAPONRY | ARMOUR | 2d6 | NAME | COLOURS | |
01-05 | Broadsword & Flail | Leather & Shield (AC7) | 2 | Vile Rune | Blood Red/Moss Green | |
06-15 | Broadsword & Spear | 3 | Bloody Head | Greenish Purple/Blood Red | ||
16-25 | Handaxe & Spear | 4 | Death Moon | Black/Yellow | ||
26-35 | Handaxe & Polearm | 5 | Broken Bone | Brown/Mustard Yellow | ||
36-45 | Handaxe & Crossbow | 6 | Evil Eye | White/Black/Moss Green | ||
46-55 | Handaxe & Shortbow | 7 | Leprous Hand | Yellow Green/Brown | ||
56-60 | Battleaxe | 8 | Rotting Eye | Moss Green/Rust Red | ||
61-70 | Spear | 9 | Dripping Blade | Blood Red/Black | ||
71-80 | Broadsword | 10 | Nightcrawlers | Brown/Purple | ||
81-00 | Polearm | 11 | Yellow Shroom | Mustard Yellow/Green | ||
Note: Leaders equipped with 2 weapons | 12 | Frothcanker | Reddish Brown/Orange |
Orc Lairs | |
1d10 | TYPE |
1-2 | Hill Fort |
3 | Ruins |
4-5 | Dungeon |
6-8 | Natural Caverns |
9-10 | Worked Caverns |
PECH (DANGEROUS DUNGEONS, p.XXX)
ALL GROUPS | # APPEARING: 10-40 (10d4) | |
Leader(s) | All Pech bands | Pech Champion (5HD) |
Every 10 Pech | Pech Leader (6HD) | |
LAIRS | ||
Leader(s) | Pech Chieftain (6-8HD) | |
Non-Combatants | +100% Females, +1d4 x10% Young |
Pech Lairs | |
1d10 | TYPE |
1 | WiP |
2 | WiP |
3 | WiP |
4 | WiP |
5 | WiP |
6 | WiP |
7 | WiP |
8 | WiP |
9 | WiP |
10 | WiP |
PEIKKO (DANGEROUS DUNGEONS, p. XXX)
ALL GROUPS | # APPEARING: 5-100 (5d20) | |
Leader(s) | Every 50 Peikko | Peikko Chieftain (2HD) |
Witch-doctor | > 60 Peikko | Peikko W2#oasisitchdoctor (lvl 1d4+1) |
1 Peikko Apprentice (lvl 1d3) | ||
LAIRS | : | |
Non-Combatants | 3d20 Peikko whelps |
Peikko Equipment | |
d% | WEAPONRY / MOUNT |
01-20 | Spear |
21-30 | Spear & Sling |
31-50 | Handaxe |
51-60 | Handaxe & Sling |
61-80 | Mounted on Giant Cockroaches (q.v.) and Lance |
81-90 | Shortbow |
91-00 | Unarmed |
Peikko Lairs | |
1d10 | TYPE |
1 | WiP |
2 | WiP |
3 | WiP |
4 | WiP |
5 | WiP |
6 | WiP |
7 | WiP |
8 | WiP |
9 | WiP |
10 | WiP |
SAHUAGIN (c.v. OSRIC)
ALL GROUPS | # APPEARING: 20-80 (20d4) | |
Leader(s) | All Sahuagin bands | Sahuagin Chieftain (4HD) |
Every 10 Sahuagin | Sahuagin Lieutenant (3+3HD) | |
LAIRS |
(01-95 Normal Lair)
Leader(s) | Sahuagin Baron (6+6HD) | |
9 Sahuagin Guards (3+3HD) | ||
Priestess(es) | 10% chance of | Sahuagin Priestess (HD3+3) |
Cleric(s) | Every 10 Sahuagin | 5th-8th-lvl Sahuagin Cleric |
1d4 3rd - 4th-lvl Sahuagin Cleric Assistants | ||
Non-combatants | 1d4x30 Sahuagin Females | |
1d4x20 Sahuagin Eggs | ||
1d4x10 Sahuagin Hatchlings | ||
Animal Guardians | 2d4 Sharks |
(96-00 Princes' Lair)
Leader(s) | Sahuagin Prince (8+8HD) | |
9 Sahuagin Chieftains (4+4HD) | ||
High Priestess(es) | 8th -lvl Sahuagin High Priestess | |
4 4th -lvl Sahuagin Underclerics | ||
Non-combatants | 1d4x10 Sahuagin Females | |
1d4x20 Sahuagin Hatchlings | ||
1d4x40 Sahuagin Eggs | ||
Animal Guardians | 4d6 Sharks |
Sahuagin Equipment | |
d% | WEAPONRY |
01-30 | Spear & Dagger |
31-80 | Trident, Net & Dagger |
81-00 | Hvy Crossbow & Dagger |
Sahuagin Lairs | |
1d10 | TYPE |
1-3 | Undersea Natural Caverns |
4-6 | Undersea Worked Caverns |
7-8 | Undersea Settlement |
9 | Reef |
10 | Undersea Ruins |
SVARTLINGS (DANGEROUS DUNGEONS, pXX)
ALL GROUPS | # APPEARING: | |
Leader(s) | Every 20 Svartlings | Svartling Entangler (armed with Net) |
Every 100 Svartlings | Svartling Leader (1+1HD) | |
Shaman(s) | Every 100 Svartlings | Svartling Shaman (lvl 1d4+1) |
LAIRS | ||
Leader(s) | Svartling Chief (1+3HD) | |
Svartling Lieutenants (1+1HD) | ||
Non-combatants | +120% Svartling Females (3hp) | |
+200% Svartling Young (1hp) | ||
Animal Guardians | 3d10 Giant Rats |
Svartling Equipment | |
d% | WEAPONRY |
01-25 | Morningstar |
26-35 | Mace |
36-45 | Handaxe |
46-50 | Flail |
51-00 | Shortsword |
Svartling Lairs | |
1d10 | TYPE |
1 | WiP |
2 | WiP |
3 | WiP |
4 | WiP |
5 | WiP |
6 | WiP |
7 | WiP |
8 | WiP |
9 | WiP |
10 | WiP |
TRITONS (c.v. OSRIC)
ALL GROUPS | # APPEARING: 10-60 (10d6) | |
Hero(es): | Every 10 Tritons | Triton Hero (4-6HD) |
Every 20 Tritons | Triton Champion (7-8HD) | |
Leader(s): | >50 Tritons | Triton Leader (9HD) |
Magic-User(s): | Every 10 Tritons, 10% chance of | 1d4 Triton Magic-Users (lvl 1d6) |
LAIRS | ||
Guards: | +60 Tritons | |
Leader(s): | 6 Triton Heroes (4-6HD) | |
3 Triton Champions (7-8HD) | ||
Magic-User: | Triton Magic-User (7th-10th-lvl) | |
Priests: | Triton Cleric (8th - 11th - lvl) | |
Triton Assistant Clerics (2nd-5th-lvl) | ||
Non-Combatants: | +100% Triton Females | |
+100% Triton Young | ||
Creature Guards: | 75% chance of | 2d6 Sea Lions |
Triton Equipment | ||
d% | WEAPONRY | |
01-30 | Heavy Crossbow & Dagger | |
31-40 | Shortsword & Dagger | |
41-60 | Spear & Dagger | |
61-00 | Trident & Dagger |
Triton Lairs | ||
1d10 | TYPE | |
1-2 | Undersea Castle/Citadel | |
3-10 | Undersea Worked Caverns |
TROGLODYTES (c.v. OSRIC)
ALL GROUPS | # APPEARING: 10-100 (1d10x10) | |
Leader(s) | Every 10 Troglodytes | Troglodyte Leader (3HD) |
Every 20 Troglodytes | 2 Troglodyte Leaders (4HD) | |
Every 60 Troglodytes | Troglodyte Chieftain (6HD) | |
Shaman(s) | >30 Troglodytes, 50% chance of | Troglodyte Shaman (lvl 1d3) |
LAIRS | ||
Non-combatants | +100% Troglodyte Females (1+1HD) | |
+100% Troglodyte Young (HD1-1) |
Troglodyte Equipment | |
d% | WEAPONRY |
01-25 | Javelin |
26-35 | Stone Battleaxe |
36-45 | Obsidian Morningstar |
46-50 | Obsidian Broadsword |
51-00 | Unarmed |
Troglodyte Lairs | |
1d10 | TYPE |
1-4 | Natural Caverns |
5-7 | Dungeon |
8-10 | Ruins |
TROLLS (c.v. OSRIC)
ALL GROUPS | # APPEARING: 6-60 (6d10) | |
Leader(s) | Every 12 Trolls | Troll Sub-leader (7+7HD) |
Every 24 Trolls | Troll Chief (9+9HD) | |
1d4 Troll Guards (7+7HD) | ||
Shaman(s) | >24 Trolls | Troll Shaman (lvl 1d3) |
LAIRS | ||
Non-combatants | +100% Troll Females (HD5+5) | |
+100% Troll Young (HD3+3) |
Troll Lairs | |
1d10 | TYPE |
1-3 | Natural Caverns |
4-5 | Worked Caverns |
6-8 | Dungeon |
9-10 | Ruins |
VEGEPYGMIES (DANGEROUS DUNGEONS, p. XXX)
ALL GROUPS | # APPEARING: 30-300 (30d10) | |
Hero(es): | Every 4 Vegepygmies | Vegepygmy Brave (2HD) |
Every 10 Vegepygmies | Vegepygmy Champion (3HD) | |
Vegepymy Hero (4HD) | ||
Leader(s): | Every 50 Vegepygmies | Vegepymy Sub-chief (5HD) |
1d4+1 Vegepygmy Guards (3HD) | ||
LAIRS | ||
Lair Type: | 1-60 Dank underground cavern | |
61-00 Dark, steamy forest/jungle | ||
Leader(s): | All Vegepygmy tribes | Vegepygmy Chief (6HD) |
2d4 Vegepymy Guards (4HD) | ||
Creature Guards: | Every 50 Vegepygmies | 1d10 Thornies |
Vegepygmy Lairs | |
1d10 | TYPE |
1-3 | Natural Caverns |
4-6 | Ruins |
7-9 | Bramble |
10 | Mound |
DEALING WITH INTELLIGENT NON-HUMANS
During the course of adventuring, the player-characters will certainly want to parley or negotiate with the various creatures they encounter, and may sometimes have no other choice. The following tables are intended both to aid the GM in adjudicating these encounters and in planning future encounters.
DIRECTIONS: First, the GM should note the intelligence level of the creature as noted in the specific monster description. If the creature is semi-, low or average intelligence, roll 1d10 and consult the appropriate column on the creature demands table. Finally, assign the appropriate modifiers and motivations as listed below and roll 2d6 on the Parley, Negotiation & Bargaining table to resolve the attempt.
Creature Demands | ||||
1d10 | SEMI- | LOW | AVERAGE | HIGH~EXCEPTIONAL |
1 | Fruit | Luxury item(s) | Fresh water | Fresh foodstuffs * |
2 | Fresh water | Fresh water | Wine / ale | Wine / Ale |
3 | Fresh water | Wine / Ale | Luxury item(s) | Luxury Item(s) |
4 | Fresh meat* | Fresh meat* | Fresh foodstuffs* | Magic Item(s) |
5 | Fresh meat* | Fresh meat* | Weapons | Coins, Gems, Jewelry |
6 | Fresh meat* | Fresh meat* | Armour | Service |
7 | Weapons | Weapons | Tools / equipment | Weapons / Armour |
8 | Tools | Armour | Coins, Gems, Jewelry | Entertainment |
9 | Gems | Tools | Magic Item(s) | Spell(s) |
10 | Geegaws, beads | Coins, Gems, Jewelry | Requires Help | Objets d'art |
* Depending on the actual creature type, this may either be any sort of meat, a particular kind, or even a party member (e.g. Trolls prefer halfling flesh, and may well demand it over goatflesh, for instance). |
Parley, Negotiation & Bargaining | |||
2d6 | SAME ALIGNMENT | DIFFERENT ALIGNMENT | OPPOSING ALIGNMENT |
2 | Unhappy | Affronted | Attack (100%) |
3 | Requires much more | Indignant | Attacks if equal odds |
4 | Requires more | Angry | Bullying (Attack 25%) |
5 | Thinks it over | Unhappy | Hostile (Attack 15%) |
6 | Maybe later | Requires much more | Affronted |
7 | Perhaps | Requires more | Indignant |
8 | Definitely | Thinks it over | Angry |
9 | Positively | Maybe later | Unhappy |
10 | Requires less | Perhaps | Requires much more |
11 | Requires much less | Definitely | Requires more |
12 | Whole-hearted support | Positively | Thinks it over |
1d10 | MOTIVATION |
1 | Hunger. The group/tribe is starving and are willing to eat anything, including PCs. |
2 | Tribute. The group will attempt to extract tribute/tax from any stronger parties or kill weaker parties to strip their corpses of any and all treasure. |
3 | Sacrificial Victims. The group is preparing for a big ritual of some kind and need sacrificial victims in relatively good condition. They prefer demi-humans, but will take humans if need be. |
4 | Mayhem. The group is in a frenzy from drugs or strong drink and will blindly rush into combat as berserkers, reveling in bloody murder. |
5 | Internecine Rivalry. This group is currently at war with another local tribe or group and are fck ar more interested in them than the PCs. If possible they will attempt to parlay and either enlist the PCs in their cause or trick them into fighting their rivals. |
6 | Survival. Recent losses have decimated the group and they are still recovering. There is a 25% chance any member will be injured. If possible, the group will avoid encountering the PCs. If not posssible, they will (50%) attempt to parlay and offer a bribe or (50%) simply run away at the first opportunity. |
7 | Territory. The group is currently expanding their territory. They will attempt to drive off any interlopers and occupy the local space. |
8 | Subjugation. The group is interested in taking prisoners for use/sale as slaves. |
9 | Servile. The group is serving a more powerful group/NPC. |
10 | Solitude. The group just wants to be left alone. |