This is a listing of the different monsters for the Tunnels & Trolls™ supplement, Magestyck™.  These monsters are determined for a challenging adventure. Monsters are listed with a Type to help determine what family the monster belongs to.  They also have their MR and Dice calculated, where any natural protection is calculated into the MR instead of hit absorption.  There is a #App for a guidance of how many monsters are encountered at a given time.  There are Size and Move values to give an indication on how big they are and how fast they can move during a normal minute or two of travel.  They also have their attributes in case they are needed during certain game situations.  Some monsters may have a description if needed, an explanation of special abilities, languages spoken, and where they dwell in the world.

Afanc
Type: Animal MR: 340 Dice: 35 + 170 #App: 1 Size: L (50`) Move: Swim 150`
This giant fish creature would swim in a circle around ships and will suck them down in a whirlpool in 10 combat rounds. (STR:97 / DEX:69 / LCK:40 / CON:340 / INT:39 / CHR:51) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.

Al-Mi`raj
Type: Beast MR: 60 Dice: 7 + 30 #App: 1-12 Size: S (3`) Move: 180`
This unicorn looking rabbit uses its head`s horn to attack. (STR:17 / DEX:27 / LCK:22 / CON:60 / INT:7 / CHR:12) The areas they dwell are the dungeons, forests, and plains. They are able to speak Rodent.

Alligator
Type: Reptile MR: 110 Dice: 12 + 55 #App: 1-14 Size: L (8-15`) Move: 60`/Swim 120`
(STR:40 / DEX:30 / LCK:21 / CON:110 / INT:12 / CHR:18) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Saurian.

Alligator, Giant
Type: Reptile MR: 200 Dice: 21 + 100 #App: 1-12 Size: L (21-30`) Move: 60`/Swim 120`
(STR:62 / DEX:45 / LCK:29 / CON:200 / INT:21 / CHR:29) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Saurian.

Ant Lion
Type: Insect MR: 260 Dice: 27 + 130 #App: 1 Size: L Move: 90`/Burrow 10`
These insects hide under the ground and wait to attack its prey. (STR:34 / DEX:77 / LCK:55 / CON:260 / INT:27 / CHR:36) The areas they dwell are the dungeons, deserts, forests, hills, plains, jungle/tropical forests, and jungle/tropical hills. They are able to speak Insect.

Ant, Fire
Type: Insect MR: 110 Dice: 12 + 55 #App: 1-20 Size: S (2`) Move: 180`
They will use their fire spray if they roll a '6' at least 4x with their attack. This spray will automatically do 1d6 points of damage to everyone in front of the ant unless the targets can make a L2SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:21 / DEX:40 / LCK:30 / CON:110 / INT:12 / CHR:18) The areas they dwell are the dungeons, forests, hills, plains, jungle/tropical forests, and jungle/tropical hills. They are able to speak Insect.

Ant, Giant
Type: Insect MR: 110 Dice: 12 + 55 #App: 1-20 Size: S (2`) Move: 180`
They will use their poison stinger if they roll a '6' at least 4x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L2SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:21 / DEX:40 / LCK:30 / CON:110 / INT:12 / CHR:18) The areas they dwell are the dungeons, deserts, forests, hills, plains, jungle/tropical forests, and jungle/tropical hills. They are able to speak Insect.
 

Antaur Knight
Type: Insect MR: 160 Dice: 17 + 80 #App: 1-20 Size: M Move: 150`
These humanoid ants will use their poison stinger if they roll a '6' at least 6x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L4SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:25 / DEX:52 / LCK:39 / CON:160 / INT:21 / CHR:28) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Antaur, Common, and Insect.

Antaur Leader
Type: Insect MR: 230 Dice: 24 + 115 #App: 1-3 Size: L Move: 150`
These humanoid ants will use their poison stinger if they roll a '6' at least 8x with their attack. This poison will cause the victim to suffer a negative 2d6 to STR unless they can make a L7SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:31 / DEX:70 / LCK:50 / CON:230 / INT:39 / CHR:47) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Antaur, Common, and Insect.

Antaur Soldier
Type: Insect MR: 110 Dice: 12 + 55 #App: 1-20 Size: S Move: 180`
These humanoid ants will use their poison stinger if they roll a '6' at least 4x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L2SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:21 / DEX:40 / LCK:30 / CON:110 / INT:16 / CHR:22) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Antaur, Common, and Insect.

Ape, Beast
Type: Beast MR: 140 Dice: 15 + 70 #App: 1-7 Size: L (9`) Move: 90`
(STR:47 / DEX:35 / LCK:24 / CON:140 / INT:19 / CHR:26) The areas they dwell are the jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Simian.

Ape, Carnivorous
Type: Animal MR: 140 Dice: 15 + 70 #App: 1-8 Size: L (7`+) Move: 120`
(STR:47 / DEX:35 / LCK:24 / CON:140 / INT:19 / CHR:26) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Simian.

Apparition
Type: Undead MR: 260 Dice: 27 + 130 #App: 1-4 Size: M Move: 240`
This ghostly creature can only be attacked with magic or silver weapons. Spells will also work against it. They will use their fear aura if they roll a '6' at least 9x with their attack. This will automatically cause targets to flee in terror unless they can make a L8SR vs. INT. This fear lasts for 2d6 combat rounds. Anyone killed by this creature will rise and become one of them after an hour has passed. (STR:34 / DEX:55 / LCK:77 / CON:260 / INT:34 / CHR:43) The areas they dwell are the dungeons. They are able to speak Undead.

Assassin Bug
Type: Insect MR: 90 Dice: 10 + 45 #App: 1-2 Size: S (2`) Move: 60`/Fly 180`
They will use their poison bite if they roll a '6' at least 4x with their attack. This poison will cause the target to become paralyzed unless they can make a L2SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:20 / DEX:35 / LCK:27 / CON:90 / INT:10 / CHR:16) The areas they dwell are the dungeons, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Insect.
 

Baboon
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-20 Size: S (4`+) Move: 120`
(STR:30 / DEX:24 / LCK:18 / CON:70 / INT:12 / CHR:18) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Simian.

Badger
Type: Animal MR: 100 Dice: 11 + 50 #App: 1-5 Size: S Move: 60`/Burrow 30`
(STR:20 / DEX:37 / LCK:29 / CON:100 / INT:13 / CHR:19) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, and swamps. They are able to speak Ursine.

Baluchitherium
Type: Animal MR: 330 Dice: 34 + 165 #App: 1-3 Size: L (20`) Move: 120`
(STR:95 / DEX:67 / LCK:40 / CON:330 / INT:36 / CHR:48) The areas they dwell are the snowy forests, snowy plains, forests, plains, and jungle/tropical forests. They are able to speak Pachyderm.

Banshee
Type: Undead MR: 240 Dice: 25 + 120 #App: 1 Size: M Move: 150`
This ghostly female creature can only be attacked with magic weapons. Spells will also work against it. They will use their deathly scream if they roll a '6' at least 9x with their attack. This will automatically cause targets to die unless they can make a L7SR vs. LCK. A L7SR vs. DEX can also be made to see if ears are covered in time. (STR:32 / DEX:52 / LCK:72 / CON:240 / INT:40 / CHR:48) The areas they dwell are the snowy forests, snowy hills, snowy plains, dungeons, deserts, forests, hills, plains, and jungle/tropical forests. They are able to speak Undead.

Barghest
Type: Beast MR: 280 Dice: 29 + 140 #App: 1-2 Size: M-L Move: 150`
This ghostly black hound can only be attacked with magic weapons. Spells will also work against it. (STR:82 / DEX:59 / LCK:35 / CON:280 / INT:46 / CHR:56) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.

Barracuda
Type: Animal MR: 80 Dice: 9 + 40 #App: 1-12 Size: S-L Move: 300`
(STR:19 / DEX:32 / LCK:25 / CON:80 / INT:1 / CHR:7) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.

Basilisk
Type: Beast MR: 200 Dice: 21 + 100 #App: 1-4 Size: M (7`) Move: 60`
They will use their magic gaze if they roll a '6' at least 7x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L7SR vs. LCK. A L7SR vs. DEX can also be made instead to maybe look away in time. (STR:62 / DEX:45 / LCK:29 / CON:200 / INT:21 / CHR:29) The areas they dwell are the dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
 

Basilisk, Greater
Type: Beast MR: 280 Dice: 29 + 140 #App: 1-2 Size: L (12`) Move: 60`
They will use their magic gaze if they roll a '6' at least 10x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L10SR vs. LCK. A L10SR vs. DEX can also be made instead to maybe look away in time. (STR:82 / DEX:59 / LCK:35 / CON:280 / INT:33 / CHR:43) The areas they dwell are the dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.

Bat
Type: Animal MR: 30 Dice: 4 + 15 #App: 1-20 Size: S Move: 10`/Fly 240`
(STR:15 / DEX:20 / LCK:17 / CON:30 / INT:4 / CHR:9) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.

Bat, Fire
Type: Animal MR: 60 Dice: 7 + 30 #App: 1-8 Size: S Move: 60`/Fly 200`
These fiery bats are immune to fire but can be instantly killed if doused with water. (STR:17 / DEX:27 / LCK:22 / CON:60 / INT:9 / CHR:15) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.

Bat, Giant
Type: Animal MR: 40 Dice: 5 + 20 #App: 1-12 Size: S Move: 30`/Fly 180`
(STR:15 / DEX:22 / LCK:19 / CON:40 / INT:1 / CHR:6) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.

Bat, Piercing
Type: Animal MR: 60 Dice: 7 + 30 #App: 1-20 Size: S Move: 30`/Fly 180`
They will attach themselves to a target if they roll a '6' at least 3x with their attack. They will then begin to suck the blood of the victim unless they can make a L2SR vs. STR to get it off. Anyone getting blood drained will suffer 1d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to, where the lowest number is the one it attaches to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L2SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. (STR:17 / DEX:27 / LCK:22 / CON:60 / INT:7 / CHR:13) The areas they dwell are the snowy forests, dungeons, forests, and jungle/tropical forests. They are able to speak Rodent.

Bear, Black
Type: Animal MR: 110 Dice: 12 + 55 #App: 1-3 Size: M (6`+) Move: 120`
(STR:40 / DEX:30 / LCK:21 / CON:110 / INT:14 / CHR:21) The areas they dwell are the snowy forests, snowy hills, snowy mountains, forests, hills, mountains, and swamps. They are able to speak Ursine.

Bear, Brown
Type: Animal MR: 160 Dice: 17 + 80 #App: 1-6 Size: L (9`+) Move: 120`
(STR:52 / DEX:39 / LCK:25 / CON:160 / INT:19 / CHR:27) The areas they dwell are the snowy forests, snowy hills, snowy mountains, forests, hills, mountains, and swamps. They are able to speak Ursine.
 

Bear, Cave
Type: Animal MR: 180 Dice: 19 + 90 #App: 1-2 Size: L (12`+) Move: 120`
(STR:57 / DEX:42 / LCK:27 / CON:180 / INT:21 / CHR:29) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, and mountains. They are able to speak Ursine.

Bear, Polar
Type: Animal MR: 220 Dice: 23 + 110 #App: 1-6 Size: L (14`) Move: 120`/Swim 90`
(STR:67 / DEX:49 / LCK:30 / CON:220 / INT:25 / CHR:34) The areas they dwell are the snowy forests, snowy hills, snowy mountains, and snowy plains. They are able to speak Ursine.

Beaver, Giant
Type: Animal MR: 120 Dice: 13 + 60 #App: 1-20 Size: M (6`) Move: 60`/Swim 120`
(STR:32 / DEX:42 / LCK:22 / CON:120 / INT:16 / CHR:23) The areas they dwell are the snowy forests, snowy hills, rivers/lakes, forests, and hills. They are able to speak Rodent.

Beetle, Death Watch
Type: Insect MR: 250 Dice: 26 + 125 #App: 1 Size: L (5`) Move: 120`
They will vibrate their wings if they roll a '6' at least 9x with their attack. This will automatically cause targets to die unless they can make a L9SR vs. LCK. (STR:33 / DEX:75 / LCK:54 / CON:250 / INT:26 / CHR:35) The areas they dwell are the dungeons, forests, and swamps. They are able to speak Insect.

Beetle, Giant, Bombadier
Type: Insect MR: 120 Dice: 13 + 60 #App: 1-10 Size: M (4`) Move: 90`
They will emit an acid cloud if they roll a '6' at least 5x with their attack. This cloud will automatically do 1d6 points of damage to everyone in front of the beetle unless the targets can make a L3SR vs. LCK or DEX. Armor and weapons might be destroyed. To determine this, roll 1 die for each weapon and/or armor. A roll of 1 means it was destroyed by the acid. This attack damage is in addition to any other damage during that round. (STR:22 / DEX:42 / LCK:32 / CON:120 / INT:1 / CHR:7) The areas they dwell are the snowy forests, snowy hills, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Insect.

Beetle, Giant, Boring
Type: Insect MR: 170 Dice: 18 + 85 #App: 1-12 Size: L (9`) Move: 60`
(STR:26 / DEX:55 / LCK:40 / CON:170 / INT:18 / CHR:25) The areas they dwell are the dungeons, forests, hills, mountains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.

Beetle, Giant, Fire
Type: Insect MR: 100 Dice: 11 + 50 #App: 1-10 Size: S (2.5`) Move: 120`
They will shoot flame from the mouth if they roll a '6' at least 4x with their attack. This flame will automatically do 1d6 points of damage to everyone in front of the beetle unless the targets can make a L2SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:20 / DEX:37 / LCK:29 / CON:100 / INT:1 / CHR:7) The areas they dwell are the dungeons, forests, hills, mountains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
 

Beetle, Giant, Rhinoceros
Type: Insect MR: 320 Dice: 33 + 160 #App: 1-6 Size: L (12`) Move: 60`
(STR:39 / DEX:92 / LCK:65 / CON:320 / INT:1 / CHR:12) The areas they dwell are the forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Insect.

Beetle, Giant, Stag
Type: Insect MR: 210 Dice: 22 + 105 #App: 1-12 Size: L (10`) Move: 60`
(STR:30 / DEX:65 / LCK:47 / CON:210 / INT:1 / CHR:9) The areas they dwell are the forests, hills, plains, and swamps. They are able to speak Insect.

Beetle, Giant, Water
Type: Insect MR: 150 Dice: 16 + 75 #App: 1-12 Size: L (6`) Move: 30`/Swim 120`
(STR:25 / DEX:50 / LCK:37 / CON:150 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes. They are able to speak Insect.

Beetle, Razor
Type: Insect MR: 190 Dice: 20 + 95 #App: 1-3 Size: L Move: 60`
(STR:28 / DEX:60 / LCK:44 / CON:190 / INT:1 / CHR:9) The areas they dwell are the dungeons, forests, hills, plains, and swamps. They are able to speak Insect.

Behemoth
Type: Animal MR: 280 Dice: 29 + 140 #App: 1-4 Size: L Move: 60`/Swim 120`
These hippo-type creatures will often remain hidden under the water and overturn boats or canoes if a 1-3 is rolled on 1 die. (STR:82 / DEX:59 / LCK:35 / CON:280 / INT:29 / CHR:39) The areas they dwell are the rivers/lakes, and jungle/tropical swamps. They are able to speak Hippopotamus.

Betrayer of Eyes
Type: Monster MR: 240 Dice: 25 + 120 #App: 1 Size: L (4-6`) Move: 30`
This large eye creature has 6 arms that are 5 feet in length and floats around with magic. Each arm has a 4 digit hand that holds an eye that will shoot a different beam of magical energy from each one. The eyes are able to be dropped. If they roll a '6' at least 9x with their attack, one of the eyes will shoot this beam at a single target. To determine which eye, roll 1 die (1-Disintegrates and dies; 2-Scared and runs away for 2d6 combat rounds; 3-Turns to solid crystal and dies; 4-Sleep for 2d6 combat rounds; 5-Damaged for 2d6 points of damage; 6-Charms where they attack friends for 2d6 combat rounds). Each target that gets damaged from the attack rolls 1 die to determine which one is hit with the beam, where the lowest number suffers from the effects. A L8SR vs. LCK can be made to avoid the effects. (STR:32 / DEX:52 / LCK:72 / CON:240 / INT:40 / CHR:49) The areas they dwell are the dungeons, and swamps. They are able to speak Wizard Speech.

Bird, Flightless
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-12 Size: M Move: 180`
(STR:18 / DEX:30 / LCK:24 / CON:70 / INT:8 / CHR:14) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Avian.
 

Black Ooze
Type: Slime MR: 240 Dice: 25 + 120 #App: 1-4 Size: S-L (5-8`) Move: 60`
This black slime is immune to cold and electrical attacks. It also dissolves wood and metal. (STR:32 / DEX:52 / LCK:72 / CON:240 / INT:1 / CHR:11) The areas they dwell are the dungeons, mountains, and jungle/tropical mountains.

Bloodworm, Giant
Type: Monster MR: 180 Dice: 19 + 90 #App: 1-4 Size: L (20`) Move: 60`
They will attach themselves to a target if they roll a '6' at least 7x with their attack. They will then begin to suck the blood of the victim unless they can make a L6SR vs. STR to get it off. Anyone getting blood drained will suffer 2d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L6SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. (STR:42 / DEX:57 / LCK:27 / CON:180 / INT:1 / CHR:9) The areas they dwell are the dungeons, deserts, hills, plains, and jungle/tropical hills. They are able to speak Slug.

Boar, Giant
Type: Animal MR: 180 Dice: 19 + 90 #App: 1-8 Size: L (5`) Move: 120`
(STR:42 / DEX:57 / LCK:27 / CON:180 / INT:19 / CHR:27) The areas they dwell are the snowy forests, snowy hills, snowy plains, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Porker.

Boar, Warthog
Type: Animal MR: 90 Dice: 10 + 45 #App: 1-6 Size: M (2.5`) Move: 120`
(STR:27 / DEX:35 / LCK:20 / CON:90 / INT:10 / CHR:16) The areas they dwell are the snowy forests, snowy hills, snowy plains, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Porker.

Boar, Wild
Type: Animal MR: 110 Dice: 12 + 55 #App: 1-12 Size: M (3`) Move: 150`
(STR:30 / DEX:40 / LCK:21 / CON:110 / INT:14 / CHR:21) The areas they dwell are the snowy forests, snowy hills, snowy plains, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Porker.

Brownie
Type: Fey MR: 80 Dice: 9 + 40 #App: 1-12 Size: S (1.5`) Move: 120`
These small humanoids will use their skills of confusion if they roll a '6' at least 3x with their attack. This will automatically cause targets to miss the next combat round unless they can make a L1SR vs. INT. (STR:19 / DEX:25 / LCK:32 / CON:80 / INT:22 / CHR:27) The areas they dwell are the snowy forests, snowy hills, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Brownie, Common, and Elven.

Buffalo
Type: Animal MR: 130 Dice: 14 + 65 #App: 1-16 Size: L (5`) Move: 150`
(STR:45 / DEX:34 / LCK:23 / CON:130 / INT:16 / CHR:23) The areas they dwell are the jungle/tropical swamps. They are able to speak Bovine.
 

Bugbear
Type: Humanoid MR: 130 Dice: 14 + 65 #App: 1-20 Size: L (7`+) Move: 90`
(STR:45 / DEX:34 / LCK:23 / CON:130 / INT:20 / CHR:27) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Goblin.

Bull
Type: Animal MR: 110 Dice: 12 + 55 #App: 1-20 Size: L (5`) Move: 150`
(STR:40 / DEX:30 / LCK:21 / CON:110 / INT:14 / CHR:21) The areas they dwell are the deserts, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Bovine.

Bumblebee, Giant
Type: Insect MR: 180 Dice: 19 + 90 #App: 1 Size: L Move: 60`/Fly 240`
They will use their poison stinger if they roll a '6' at least 7x with their attack. This poison will cause the victim to suffer a negative 2d6 to DEX due to swelling unless they can make a L7SR vs. CON. The `bee poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:27 / DEX:57 / LCK:42 / CON:180 / INT:23 / CHR:31) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.

Bumblebee, Honey, Giant
Type: Insect MR: 120 Dice: 13 + 60 #App: 1-10 Size: M Move: 90`/Fly 300`
They will use their poison stinger if they roll a '6' at least 5x with their attack. This poison will cause the victim to suffer a negative 1d6 to DEX due to swelling unless they can make a L4SR vs. CON. The `bee poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:22 / DEX:42 / LCK:32 / CON:120 / INT:17 / CHR:24) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.

Bumblebee, Soldier, Giant
Type: Insect MR: 150 Dice: 16 + 75 #App: 1 Size: M Move: 120`/Fly 300`
They will use their poison stinger if they roll a '6' at least 6x with their attack. This poison will cause the victim to suffer a negative 1d6 to DEX due to swelling unless they can make a L5SR vs. CON. The `bee poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:25 / DEX:50 / LCK:37 / CON:150 / INT:20 / CHR:27) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.

Bunyip
Type: Beast MR: 100 Dice: 11 + 50 #App: 1 Size: M (6`) Move: 120`
These black furry seals have powerful jaws. They will roar if they roll a '6' at least 4x with their attack. This roar will automatically cause targets to flee in terror unless they can make a L5SR vs. INT. A L5SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 1d6 combat rounds. (STR:29 / DEX:37 / LCK:20 / CON:100 / INT:11 / CHR:18) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Cetacean.

Camel, Wild
Type: Animal MR: 90 Dice: 10 + 45 #App: 1-12 Size: L Move: 210`
(STR:35 / DEX:27 / LCK:20 / CON:90 / INT:10 / CHR:16) The areas they dwell are the snowy forests, snowy hills, snowy plains, deserts, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Bovine.
 

Cat, Hell
Type: Planar MR: 200 Dice: 21 + 100 #App: 1 Size: L Move: 120`
They will use their fire breath if they roll a '6' at least 7x with their attack. This breath will automatically do 2d6 points of damage to a single target in front of the creature unless the targets can make a L8SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. (STR:29 / DEX:62 / LCK:45 / CON:200 / INT:21 / CHR:30) The areas they dwell are the dungeons. They are able to speak Balrog, and Feline.

Cat, Wild
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-6 Size: S Move: 180`
(STR:18 / DEX:30 / LCK:24 / CON:70 / INT:8 / CHR:13) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.

Caterwaul
Type: Monster MR: 140 Dice: 15 + 70 #App: 1 Size: M Move: 180`/Run 240`
These feline creatures will screech if they roll a '6' at least 5x with their attack. This sound will automatically do 1d6 points of damage to everyone in range can make a L5SR vs. LCK. A L5SR vs. DEX can also be made to see if ears are covered in time. This attack damage is in addition to any other damage during that round. (STR:47 / DEX:35 / LCK:24 / CON:140 / INT:19 / CHR:26) The areas they dwell are the snowy mountains, snowy plains, dungeons, mountains, plains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.

Catfish, Giant
Type: Animal MR: 210 Dice: 22 + 105 #App: 1 Size: L (16-24`) Move: Swim 180`
They will swallow a target whole if they roll a '6' at least 8x with their attack and the victim fails a L9SR vs. DEX or LCK. While inside, the victim will suffer 2d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. (STR:30 / DEX:65 / LCK:47 / CON:210 / INT:22 / CHR:31) The areas they dwell are the rivers/lakes. They are able to speak Fish.

Catoblepas
Type: Beast MR: 170 Dice: 18 + 85 #App: 1-3 Size: L (6`) Move: 60`
These creatures have the body of a buffalo and the head of a wild boar. Its back has scales, and its head is always pointing downwards due to its head being heavy. They will use their magic gaze if they roll a '6' at least 6x with their attack. This gaze will kill them unless they can make a L7SR vs. LCK. A L7SR vs. DEX can also be made instead to maybe look away in time. (STR:55 / DEX:40 / LCK:26 / CON:170 / INT:20 / CHR:28) The areas they dwell are the forests, and jungle/tropical forests. They are able to speak Bovine.

Cattle, Wild
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-20 Size: L Move: 150`
(STR:30 / DEX:24 / LCK:18 / CON:70 / INT:10 / CHR:16) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Bovine.

Cave Netter
Type: Insect MR: 240 Dice: 25 + 120 #App: 1-4 Size: L (20`) Move: 10`/Fly 90`
These huge cave spiders wait on the ceiling for prey where they will net a victim in web to capture for food. This web will capture the target unless they can make a L10SR vs. STR to break free. A L10SR vs. DEX can also be made to get out of the way in time. While the creature is engaged in active combat and no longer concealed, they will no longer use their webbing. (STR:32 / DEX:72 / LCK:52 / CON:240 / INT:1 / CHR:11) The areas they dwell are the dungeons. They are able to speak Spider.
 

Cave Tentacle
Type: Monster MR: 320 Dice: 33 + 160 #App: 1-3 Size: L Move: 30`
These squishy, stalagmite looking creatures will attack with their 4 tentacles. They will use their tentacle poison if they roll a '6' at least 11x with their attack. This poison will cause the victim to suffer a negative 3d6 to STR unless they can make a L11SR vs. CON. The `cave wrapper poison` will last for 3d6 combat rounds unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:92 / DEX:65 / LCK:39 / CON:320 / INT:48 / CHR:58) The areas they dwell are the dungeons.

Cave Wrapper
Type: Monster MR: 310 Dice: 32 + 155 #App: 1 Size: L Move: 30`
This thin creature can blend in with a cave or dungeon floor. It waits for victims to walk over it before wrapping them up for digestion, unless they can make a L12SR vs. DEX to get out of the way. Each combat round, they can attempt a L12SR vs. STR to try and free themselves. While inside, they will take 3d6 points of damage each combat round until they either free themselves or become fully digested and die. (STR:90 / DEX:64 / LCK:38 / CON:310 / INT:45 / CHR:56) The areas they dwell are the dungeons.

Centaur
Type: Fey MR: 130 Dice: 14 + 65 #App: 1-16 Size: L Move: 180`
(STR:34 / DEX:45 / LCK:23 / CON:130 / INT:20 / CHR:27) The areas they dwell are the forests, hills, and plains. They are able to speak Centaur, Common, and Fey.

Centipede, Giant
Type: Insect MR: 20 Dice: 3 + 10 #App: 1-14 Size: S (1`+) Move: 150`
They will use their poison bite if they roll a '6' at least 1x with their attack. This poison will cause the target to become paralyzed unless they can make a L1SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:14 / DEX:17 / LCK:15 / CON:20 / INT:1 / CHR:6) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.

Centipede, Great
Type: Insect MR: 110 Dice: 12 + 55 #App: 1-4 Size: M (5`) Move: 180`
They will use their poison bite if they roll a '6' at least 4x with their attack. This poison will cause the target to become paralyzed unless they can make a L3SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:21 / DEX:40 / LCK:30 / CON:110 / INT:12 / CHR:18) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.

Centipede, Huge
Type: Insect MR: 20 Dice: 3 + 10 #App: 1-12 Size: S (6") Move: 210`
They will use their poison bite if they roll a '6' at least 1x with their attack. This poison will cause the target to become paralyzed unless they can make a L1SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:14 / DEX:17 / LCK:15 / CON:20 / INT:1 / CHR:6) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.

Centipede, Monstrous
Type: Insect MR: 220 Dice: 23 + 110 #App: 1 Size: L (18`) Move: 150`
They will use their poison bite if they roll a '6' at least 8x with their attack. This poison will cause the target to become paralyzed unless they can make a L9SR vs. CON. This paralysis lasts for 2d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:30 / DEX:67 / LCK:49 / CON:220 / INT:1 / CHR:10) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
 

Cerberus
Type: Planar MR: 290 Dice: 30 + 145 #App: 1 Size: M (6`) Move: 120`
This three-headed demon dog can only be hurt with magical weapons or spells. (STR:60 / DEX:85 / LCK:36 / CON:290 / INT:41 / CHR:51) The areas they dwell are the dungeons. They are able to speak Balrog, and Canine.

Cheetah
Type: Animal MR: 110 Dice: 12 + 55 #App: 1-4 Size: M Move: 150`/Run 450`
(STR:30 / DEX:40 / LCK:21 / CON:110 / INT:12 / CHR:18) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.

Chimera
Type: Beast MR: 230 Dice: 24 + 115 #App: 1-4 Size: L (4`) Move: 90`/Fly 180`
This monstrous fire-breathing creature is composed of the parts of three animals: a lion, a serpent and a goat. It is a lion, with the head of a goat arising from its back, and a tail that ended in a snake head. They will use their fire breath if they roll a '6' at least 8x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the chimera unless the targets can make a L9SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:50 / DEX:70 / LCK:31 / CON:230 / INT:26 / CHR:35) The areas they dwell are the dungeons, deserts, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Chimera.

Cobra
Type: Reptile MR: 150 Dice: 16 + 75 #App: 1-4 Size: M Move: 120`
They will use their venom if they roll a '6' at least 6x with their attack. This venom will kill the victim unless they can make a L5SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:25 / DEX:50 / LCK:37 / CON:150 / INT:16 / CHR:23) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.

Cockatrice
Type: Monster MR: 140 Dice: 15 + 70 #App: 1-6 Size: S Move: 60`/Fly 180`
This beast is essentially a two-legged dragon with a rooster head. They will use their magic gaze if they roll a '6' at least 5x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L5SR vs. LCK. A L5SR vs. DEX can also be made instead to maybe look away in time. Unlike other creatures, this magical effect still exists even after death. (STR:24 / DEX:35 / LCK:47 / CON:140 / INT:15 / CHR:22) The areas they dwell are the dungeons, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.

Coeurl
Type: Monster MR: 180 Dice: 19 + 90 #App: 1-5 Size: L Move: 150`
(STR:27 / DEX:57 / LCK:42 / CON:180 / INT:21 / CHR:29) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.

Corpse, Walking
Type: Undead MR: 60 Dice: 7 + 30 #App: 1 Size: M Move: 60`
These zombie creatures can only be hurt with magical weapons. (STR:27 / DEX:17 / LCK:22 / CON:60 / INT:11 / CHR:17) The areas they dwell are the snowy hills, snowy mountains, dungeons, deserts, hills, mountains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps.
 

Crab, Giant
Type: Animal MR: 130 Dice: 14 + 65 #App: 1-12 Size: L (4`+) Move: 90`
(STR:45 / DEX:23 / LCK:34 / CON:130 / INT:1 / CHR:7) The areas they dwell are the rivers/lakes, swamps, oceans, and jungle/tropical swamps. They are able to speak Fish.

Crabman
Type: Humanoid MR: 120 Dice: 13 + 60 #App: 1-12 Size: L (9`) Move: 90`/Swim 60`
(STR:42 / DEX:22 / LCK:32 / CON:120 / INT:19 / CHR:25) The areas they dwell are the dungeons, swamps, oceans, and jungle/tropical swamps. They are able to speak Fish.

Crayfish, Giant
Type: Animal MR: 160 Dice: 17 + 80 #App: 1-4 Size: L (8`+) Move: 60`/Swim 120`
(STR:25 / DEX:52 / LCK:39 / CON:160 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Fish.

Cricket, Large
Type: Insect MR: 100 Dice: 11 + 50 #App: 1-8 Size: S-M Move: 60`/Jump 30`
(STR:20 / DEX:37 / LCK:29 / CON:100 / INT:11 / CHR:17) The areas they dwell are the dungeons. They are able to speak Insect.

Crocodile
Type: Reptile MR: 110 Dice: 12 + 55 #App: 1-14 Size: L (8-15`) Move: 60`/Swim 120`
(STR:40 / DEX:30 / LCK:21 / CON:110 / INT:12 / CHR:18) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Saurian.

Crocodile, Giant
Type: Reptile MR: 200 Dice: 21 + 100 #App: 1-12 Size: L (21-30`) Move: 60`/Swim 120`
(STR:62 / DEX:45 / LCK:29 / CON:200 / INT:21 / CHR:29) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Saurian.

Cyclops
Type: Giant MR: 170 Dice: 18 + 85 #App: 1-8 Size: L (9`) Move: 120`
(STR:55 / DEX:40 / LCK:26 / CON:170 / INT:24 / CHR:31) The areas they dwell are the snowy hills, snowy mountains, dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Giant.
 

Daklafar
Type: Humanoid MR: 120 Dice: 13 + 60 #App: 1-20 Size: M (5`) Move: 120`
These dark cousins to elves live deep within the ground and dabble in the arts of dark magic. They often make homes and businesses in cities and will often have tunnels leading to such places. Although their businesses might appear legitimate, they are often shady in their dealings...dabbling in crime and assassination. Their skin is often varying shades of black with white hair. Their bright white eyes allow them to see perfectly in non-magical darkness. (STR:22 / DEX:42 / LCK:32 / CON:120 / INT:26 / CHR:32) The areas they dwell are the dungeons. They are able to speak Common, and Elven.

Darkwater Eye
Type: Monster MR: 270 Dice: 28 + 135 #App: 1 Size: L (3-5`) Move: Swim 60`
This large eye creature has 4 tentacles and a large mouth. Each tentacle has an eye that will shoot a different beam of magical energy from each one. The large eye has its own magical beam, while the mouth can emit a sonic burst of magical effect. If they roll a '6' at least 10x with their attack, one of the magical abilities will affect a single target. To determine which ability, roll 1 die (1-Large Eye:Disintegrates and dies; 2-Sonic:Scared and runs away for 3d6 combat rounds; 3-Small Eye:Turns to solid crystal and dies; 4-Small Eye:Sleep for 3d6 combat rounds; 5-Small Eye:Damaged for 3d6 points of damage; 6-Small Eye:Charms where they attack friends for 3d6 combat rounds). Each target that gets damaged from the attack rolls 1 die to determine which one is hit with the beam, where the lowest number suffers from the effects. A L11SR vs. LCK can be made to avoid the effects. (STR:57 / DEX:80 / LCK:35 / CON:270 / INT:39 / CHR:49) The areas they dwell are the oceans. They are able to speak Wizard Speech.

Demon
Type: Planar MR: 280 Dice: 29 + 140 #App: 1 Size: L (12`) Move: 90`/Fly 180`
Can only be harmed with magical weapons or spells. Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:82 / DEX:59 / LCK:35 / CON:280 / INT:42 / CHR:51) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.

Demon Serpent
Type: Planar MR: 210 Dice: 22 + 105 #App: 1-5 Size: M Move: 90`
This fiery snake can only be hurt with spells and magic weapons. They will constrict a target if they roll a '6' at least 8x with their attack, unless the victim can make a L8SR vs. STR to get free. After 2d6 combat rounds, they will be turned to ash. Each target that gets damaged from the attack rolls 1 die to determine which one it constricts. The victim may attempt to make a L8SR vs. STR each round to try and break free. Anytime they are constricting someone, they no longer perform attack but wait for the victim to burn up. (STR:47 / DEX:65 / LCK:30 / CON:210 / INT:35 / CHR:44) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Serpentine.

Demon, Grand
Type: Planar MR: 420 Dice: 43 + 210 #App: 1 Size: L (15`) Move: 90`/Fly 180`
Can only be harmed with magical weapons or spells. Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:117 / DEX:82 / LCK:47 / CON:420 / INT:62 / CHR:75) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.

Demon, Great
Type: Planar MR: 320 Dice: 33 + 160 #App: 1 Size: L (10.5`) Move: 90`/Fly 180`
Can only be harmed with magical weapons or spells. Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:92 / DEX:65 / LCK:39 / CON:320 / INT:44 / CHR:54) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.

Demon, Greater
Type: Planar MR: 320 Dice: 33 + 160 #App: 1 Size: L (9`) Move: 90`/Fly 180`
Can only be harmed with magical weapons or spells. Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:92 / DEX:65 / LCK:39 / CON:320 / INT:50 / CHR:60) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.
 

Demon, Lesser
Type: Planar MR: 160 Dice: 17 + 80 #App: 1 Size: S Move: 90`/Fly 180`
Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:52 / DEX:39 / LCK:25 / CON:160 / INT:21 / CHR:27) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.

Demon, Lord
Type: Planar MR: 500 Dice: 51 + 250 #App: 1 Size: L (18`) Move: 90`/Fly 180`
Can only be harmed with magical weapons or spells. Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:137 / DEX:95 / LCK:54 / CON:500 / INT:70 / CHR:85) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.

Demon, Lower
Type: Planar MR: 260 Dice: 27 + 130 #App: 1-3 Size: L (7`) Move: 90`/Fly 180`
Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:77 / DEX:55 / LCK:34 / CON:260 / INT:40 / CHR:49) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.

Demon, Minor
Type: Planar MR: 100 Dice: 11 + 50 #App: 1-12 Size: S (3`) Move: 90`/Fly 180`
Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:37 / DEX:29 / LCK:20 / CON:100 / INT:13 / CHR:18) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.

Demon, Shadow
Type: Planar MR: 230 Dice: 24 + 115 #App: 1 Size: M Move: 90`/Fly 180`
This shadowy demon can only be hurt with magical weapons or spells. They will use their shadow magic if they roll a '6' at least 8x with their attack. This will produce darkness in the area that only magical light can penetrate. This darkness lasts for 2d6 combat rounds. The demon can attack as normal in complete darkness. (STR:31 / DEX:50 / LCK:70 / CON:230 / INT:35 / CHR:44) The areas they dwell are the snowy forests, snowy mountains, and dungeons. They are able to speak Balrog, Common, and Undead.

Devil
Type: Planar MR: 320 Dice: 33 + 160 #App: 1 Size: L (10.5`) Move: 120`
Can only be harmed with magical weapons or spells. Any spells cast at them are reflected back on the caster. (STR:65 / DEX:39 / LCK:92 / CON:320 / INT:46 / CHR:56) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Devil, Grand
Type: Planar MR: 500 Dice: 51 + 250 #App: 1 Size: L (12`) Move: 120`
Can only be harmed with magical weapons or spells. Any spells cast at them are reflected back on the caster. (STR:95 / DEX:54 / LCK:137 / CON:500 / INT:68 / CHR:83) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
 

Devil, Great
Type: Planar MR: 440 Dice: 45 + 220 #App: 1 Size: L (10`) Move: 120`
Can only be harmed with magical weapons or spells. Any spells cast at them are reflected back on the caster. (STR:85 / DEX:49 / LCK:122 / CON:440 / INT:60 / CHR:73) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Devil, Greater
Type: Planar MR: 480 Dice: 49 + 240 #App: 1 Size: M (7`) Move: 120`
Can only be harmed with magical weapons or spells. Any spells cast at them are reflected back on the caster. (STR:92 / DEX:52 / LCK:132 / CON:480 / INT:66 / CHR:80) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Devil, Lesser
Type: Planar MR: 220 Dice: 23 + 110 #App: 1-2 Size: L (9`) Move: 120`
Any spells cast at them are reflected back on the caster. (STR:49 / DEX:30 / LCK:67 / CON:220 / INT:36 / CHR:44) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Devil, Lord
Type: Planar MR: 500 Dice: 51 + 250 #App: 1 Size: L (13.5`) Move: 120`
Can only be harmed with magical weapons or spells. Any spells cast at them are reflected back on the caster. (STR:95 / DEX:54 / LCK:137 / CON:500 / INT:70 / CHR:85) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Devil, Lower
Type: Planar MR: 240 Dice: 25 + 120 #App: 1-2 Size: M Move: 120`
Any spells cast at them are reflected back on the caster. (STR:52 / DEX:32 / LCK:72 / CON:240 / INT:38 / CHR:46) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Devil, Minor
Type: Planar MR: 160 Dice: 17 + 80 #App: 1-3 Size: M Move: 120`
Any spells cast at them are reflected back on the caster. (STR:39 / DEX:25 / LCK:52 / CON:160 / INT:19 / CHR:25) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Dinosaur, Anatosaurus
Type: Reptile MR: 290 Dice: 30 + 145 #App: 1-12 Size: L (30`+) Move: 120`
(STR:85 / DEX:60 / LCK:36 / CON:290 / INT:1 / CHR:12) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
 

Dinosaur, Ankylosaurus
Type: Reptile MR: 280 Dice: 29 + 140 #App: 1-5 Size: L (15`+) Move: 60`
(STR:82 / DEX:59 / LCK:35 / CON:280 / INT:1 / CHR:10) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Antrodemus
Type: Reptile MR: 350 Dice: 36 + 175 #App: 1-2 Size: L (30`) Move: 150`
(STR:100 / DEX:70 / LCK:41 / CON:350 / INT:1 / CHR:13) The areas they dwell are the jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Archelon
Type: Reptile MR: 210 Dice: 22 + 105 #App: 1-4 Size: L (12`) Move: 30`/Swim 150`
(STR:65 / DEX:47 / LCK:30 / CON:210 / INT:1 / CHR:9) The areas they dwell are the oceans. They are able to speak Saurian.

Dinosaur, Brachiosaurus
Type: Reptile MR: 770 Dice: 78 + 385 #App: 1-6 Size: L (60`) Move: 60`
(STR:205 / DEX:140 / LCK:76 / CON:770 / INT:1 / CHR:24) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Brontosaurus
Type: Reptile MR: 650 Dice: 66 + 325 #App: 1-6 Size: L (70`) Move: 60`
(STR:175 / DEX:120 / LCK:66 / CON:650 / INT:1 / CHR:21) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Camarasaurus
Type: Reptile MR: 440 Dice: 45 + 220 #App: 1-8 Size: L (50`) Move: 60`
(STR:122 / DEX:85 / LCK:49 / CON:440 / INT:1 / CHR:16) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Ceratosaurus
Type: Reptile MR: 210 Dice: 22 + 105 #App: 1-4 Size: L (17`) Move: 150`
(STR:65 / DEX:47 / LCK:30 / CON:210 / INT:1 / CHR:10) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
 

Dinosaur, Cetiosaurus
Type: Reptile MR: 520 Dice: 53 + 260 #App: 1-4 Size: L (60`) Move: 60`
(STR:142 / DEX:99 / LCK:55 / CON:520 / INT:1 / CHR:18) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Dinichthys
Type: Reptile MR: 230 Dice: 24 + 115 #App: 1-4 Size: L (25`+) Move: 210`
(STR:70 / DEX:50 / LCK:31 / CON:230 / INT:1 / CHR:11) The areas they dwell are the oceans. They are able to speak Saurian.

Dinosaur, Diplodocus
Type: Reptile MR: 520 Dice: 53 + 260 #App: 1-6 Size: L (80`) Move: 60`
(STR:142 / DEX:99 / LCK:55 / CON:520 / INT:1 / CHR:18) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Elasmosaurus
Type: Reptile MR: 330 Dice: 34 + 165 #App: 1-2 Size: L (50`) Move: 150`
(STR:95 / DEX:67 / LCK:40 / CON:330 / INT:1 / CHR:13) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Saurian.

Dinosaur, Gorgosaurus
Type: Reptile MR: 310 Dice: 32 + 155 #App: 1-2 Size: L (30`+) Move: 150`
(STR:90 / DEX:64 / LCK:38 / CON:310 / INT:1 / CHR:12) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Iguanadon
Type: Reptile MR: 180 Dice: 19 + 90 #App: 1-12 Size: L (30`) Move: 150`
(STR:57 / DEX:42 / LCK:27 / CON:180 / INT:1 / CHR:9) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Lambeosaurus
Type: Reptile MR: 280 Dice: 29 + 140 #App: 1-10 Size: L (20`+) Move: 120`
(STR:82 / DEX:59 / LCK:35 / CON:280 / INT:1 / CHR:12) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
 

Dinosaur, Megalosaurus
Type: Reptile MR: 290 Dice: 30 + 145 #App: 1-2 Size: L (25`) Move: 120`
(STR:85 / DEX:60 / LCK:36 / CON:290 / INT:1 / CHR:12) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Monoclonius
Type: Reptile MR: 230 Dice: 24 + 115 #App: 1-12 Size: L (18`) Move: 60`
(STR:70 / DEX:50 / LCK:31 / CON:230 / INT:1 / CHR:10) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Mosasaurus
Type: Reptile MR: 270 Dice: 28 + 135 #App: 1-3 Size: L (50`) Move: 30`/Swim 150`
(STR:80 / DEX:57 / LCK:35 / CON:270 / INT:1 / CHR:12) The areas they dwell are the oceans. They are able to speak Saurian.

Dinosaur, Paleoscincus
Type: Reptile MR: 310 Dice: 32 + 155 #App: 1-3 Size: L (20`) Move: 30`
(STR:90 / DEX:64 / LCK:38 / CON:310 / INT:1 / CHR:10) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Pentaceratops
Type: Reptile MR: 310 Dice: 32 + 155 #App: 1-12 Size: L (20`+) Move: 90`
(STR:90 / DEX:64 / LCK:38 / CON:310 / INT:1 / CHR:12) The areas they dwell are the jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Plateosaurus
Type: Reptile MR: 210 Dice: 22 + 105 #App: 1-10 Size: L (20`+) Move: 120`
(STR:65 / DEX:47 / LCK:30 / CON:210 / INT:1 / CHR:10) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Plesiosaurus
Type: Reptile MR: 430 Dice: 44 + 215 #App: 1-3 Size: L (50`+) Move: 150`
(STR:120 / DEX:84 / LCK:48 / CON:430 / INT:1 / CHR:16) The areas they dwell are the oceans. They are able to speak Saurian.
 

Dinosaur, Pteranodon
Type: Reptile MR: 110 Dice: 12 + 55 #App: 1-12 Size: L (30`) Move: 30`/Fly 150`
(STR:21 / DEX:40 / LCK:30 / CON:110 / INT:1 / CHR:8) The areas they dwell are the jungle/tropical hills, and jungle/tropical mountains. They are able to speak Saurian.

Dinosaur, Stegosaurus
Type: Reptile MR: 430 Dice: 44 + 215 #App: 1-8 Size: L (25`) Move: 60`
(STR:120 / DEX:84 / LCK:48 / CON:430 / INT:1 / CHR:15) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Styracosaurus
Type: Reptile MR: 270 Dice: 28 + 135 #App: 1-8 Size: L (18`) Move: 60`
(STR:80 / DEX:57 / LCK:35 / CON:270 / INT:1 / CHR:11) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Teratosaurus
Type: Reptile MR: 250 Dice: 26 + 125 #App: 1-3 Size: L (20`) Move: 180`
(STR:75 / DEX:54 / LCK:33 / CON:250 / INT:1 / CHR:11) The areas they dwell are the jungle/tropical forests, and jungle/tropical hills. They are able to speak Saurian.

Dinosaur, Tricerotops
Type: Reptile MR: 390 Dice: 40 + 195 #App: 1-8 Size: L (24`+) Move: 90`
(STR:110 / DEX:77 / LCK:45 / CON:390 / INT:1 / CHR:14) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.

Dinosaur, Tyrannosaurus Rex
Type: Reptile MR: 410 Dice: 42 + 205 #App: 1-2 Size: L (50`) Move: 150`
(STR:115 / DEX:80 / LCK:46 / CON:410 / INT:1 / CHR:15) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.

Djinn
Type: Planar MR: 220 Dice: 23 + 110 #App: 1 Size: L (10.5`) Move: 90`/Fly 240`
This being can only be attacked with magic weapons and spells. They will turn into a puff of smoke if they roll a '6' at least 8x with their attack. The djinn can still attack in this form but any physical weapons will have no effect on them. They will stay in this form for 2d6 combat rounds. If they are captured while in this smoky form, the captures may make 1 wish in which the djinn vanishes to its home plane. (STR:30 / DEX:49 / LCK:67 / CON:220 / INT:33 / CHR:42) The areas they dwell are the dungeons. They are able to speak Any.
 

Dog, War
Type: Animal MR: 100 Dice: 11 + 50 #App: 1 Size: M Move: 120`
(STR:29 / DEX:37 / LCK:20 / CON:100 / INT:13 / CHR:19) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, and swamps. They are able to speak Canine.

Dog, Wild
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-12 Size: S Move: 150`
(STR:24 / DEX:30 / LCK:18 / CON:70 / INT:10 / CHR:16) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.

Dolphin
Type: Animal MR: 110 Dice: 12 + 55 #App: 1-12 Size: M Move: 300`
(STR:21 / DEX:40 / LCK:30 / CON:110 / INT:23 / CHR:29) The areas they dwell are the oceans. They are able to speak Cetacean.

Doppelganger
Type: Humanoid MR: 130 Dice: 14 + 65 #App: 1-10 Size: M Move: 90`
These gray humanoids have no features until they touch someone else. Once they do this, they will appear identical to the one touched with not only physical characteristics, but also memories. They will attempt to confuse or infiltrate a group of adventures, killing them one at a time. (STR:34 / DEX:45 / LCK:23 / CON:130 / INT:25 / CHR:32) The areas they dwell are the snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Any.

Dragon Turtle
Type: Reptile MR: 360 Dice: 37 + 180 #App: 1 Size: L (30`) Move: 30`/Swim 90`
They will use their steam breath if they roll a '6' at least 13x with their attack. This breath will automatically do 3d6 points of damage to everyone in front of the dragon turtle unless the targets can make a L13SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. They will also overturn large ships if a 1-2 is rolled on 1 die. (STR:102 / DEX:72 / LCK:42 / CON:360 / INT:48 / CHR:59) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Saurian.

Dragon, Black
Type: Dragon MR: 210 Dice: 22 + 105 #App: 1 Size: L (30`) Move: 120`/Fly 240`
They will use their acid breath if they roll a '6' at least 8x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L7SR vs. LCK or DEX. Armor and weapons might be destroyed. To determine this, roll 1 die for each weapon and/or armor. A roll of 1 means it was destroyed by the acid. This attack damage is in addition to any other damage during that round. (STR:65 / DEX:47 / LCK:30 / CON:210 / INT:29 / CHR:37) The areas they dwell are the dungeons, rivers/lakes, mountains, swamps, oceans, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Dragon.

Dragon, Blue
Type: Dragon MR: 260 Dice: 27 + 130 #App: 1 Size: L (42`) Move: 90`/Fly 240`
They will use their lightning breath if they roll a '6' at least 9x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L9SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:77 / DEX:55 / LCK:34 / CON:260 / INT:38 / CHR:47) The areas they dwell are the dungeons, deserts, and plains. They are able to speak Dragon.
 

Dragon, Brass
Type: Dragon MR: 220 Dice: 23 + 110 #App: 1 Size: L (30`) Move: 120`/Fly 240`
They will use their gaseous breath if they roll a '6' at least 8x with their attack. This breath will put targets to sleep for 2d6 combat rounds to everyone in front of the dragon unless the targets can make a L7SR vs. LCK or DEX. (STR:67 / DEX:49 / LCK:30 / CON:220 / INT:36 / CHR:44) The areas they dwell are the dungeons, and jungle/tropical mountains. They are able to speak Common, and Dragon.

Dragon, Bronze
Type: Dragon MR: 280 Dice: 29 + 140 #App: 1 Size: L (42`) Move: 90`/Fly 240`
They will use their electrical cloud breath if they roll a '6' at least 10x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L9SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:82 / DEX:59 / LCK:35 / CON:280 / INT:44 / CHR:53) The areas they dwell are the dungeons, rivers/lakes, mountains, oceans, and jungle/tropical mountains. They are able to speak Common, and Dragon.

Dragon, Cloud
Type: Dragon MR: 380 Dice: 39 + 190 #App: 1 Size: L (66`) Move: 60`/Fly 390`
They will use their forceful wind breath if they roll a '6' at least 13x with their attack. This breath will knock over everyone in front of the dragon unless the targets can make a L13SR vs. STR or DEX. Anyone knocked over misses the next combat round. (STR:107 / DEX:75 / LCK:44 / CON:380 / INT:56 / CHR:67) The areas they dwell are the dungeons, rivers/lakes, mountains, oceans, and jungle/tropical mountains. They are able to speak Common, and Dragon.

Dragon, Copper
Type: Dragon MR: 250 Dice: 26 + 125 #App: 1 Size: L (36`) Move: 90`/Fly 240`
They will use their acidic cloud breath if they roll a '6' at least 9x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L8SR vs. LCK or DEX. Armor and weapons might be destroyed. To determine this, roll 1 die for each weapon and/or armor. A roll of 1 means it was destroyed by the acid. This attack damage is in addition to any other damage during that round. (STR:75 / DEX:54 / LCK:33 / CON:250 / INT:39 / CHR:48) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Common, and Dragon.

Dragon, Ghost
Type: Undead/Dragon MR: 260 Dice: 27 + 130 #App: 1 Size: L (42`) Move: 90`/Fly 240`
This dragon can only be harmed by magical weapons or spells. They will use their frightening roar if they roll a '6' at least 9x with their attack. This roar will automatically cause targets to flee in terror unless they can make a L9SR vs. INT. A L9SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 2d6 combat rounds. (STR:77 / DEX:34 / LCK:55 / CON:260 / INT:38 / CHR:47) The areas they dwell are the dungeons. They are able to speak Dragon, and Undead.

Dragon, Gold
Type: Dragon MR: 340 Dice: 35 + 170 #App: 1 Size: L (54`) Move: 120`/Fly 300`
They will use their cloud breath if they roll a '6' at least 12x with their attack. This breath will automatically do 3d6 points of damage to everyone in front of the dragon unless the targets can make a L11SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. The gas will also cause the victims to suffer from blindness for 3d6 combat rounds. (STR:97 / DEX:69 / LCK:40 / CON:340 / INT:52 / CHR:62) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, and Dragon.

Dragon, Green
Type: Dragon MR: 240 Dice: 25 + 120 #App: 1 Size: L (36`) Move: 90`/Fly 240`
They will use their fire breath if they roll a '6' at least 9x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L8SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:72 / DEX:52 / LCK:32 / CON:240 / INT:34 / CHR:43) The areas they dwell are the snowy forests, snowy hills, dungeons, rivers/lakes, forests, hills, swamps, oceans, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Dragon.
 

Dragon, Lich
Type: Undead/Dragon MR: 380 Dice: 39 + 190 #App: 1 Size: L (66`) Move: 60`/Fly 390`
These dragons can only be harmed with magical weapons or spells. They will use their magical roar if they roll a '6' at least 13x with their attack. This roaring sound has varying effects to everyone in front of the dragon unless the targets can make a L13SR vs. LCK. A L13SR vs. DEX can also be made to see if ears are covered in time. Roll 1 die to determine the effect of the roar (1-Soul is ripped from the body where resurrection is impossible; 2-Scared and runs away for 3d6 combat rounds; 3-Turns to a pile of ash and dies; 4-Paralyzed for 3d6 combat rounds; 5-Damaged for 3d6 points of damage; 6-Possessed where they attack friends for 3d6 combat rounds). This effect is in addition to any damage during that combat round. (STR:107 / DEX:44 / LCK:75 / CON:380 / INT:56 / CHR:67) The areas they dwell are the dungeons. They are able to speak Common, Dragon, and Undead.

Dragon, Mist
Type: Dragon MR: 320 Dice: 33 + 160 #App: 1 Size: L (51`) Move: 60`/Fly 330`
These dragons can only be harmed with magical weapons or spells. They will use their fog breath if they roll a '6' at least 11x with their attack. This breath will completely cut visibility everyone in front of the dragon unless the targets can make a L10SR vs. LCK or DEX. The dragon can still attack normally from within this cloud, which will dissipate in 2d6 combat rounds. (STR:92 / DEX:65 / LCK:39 / CON:320 / INT:48 / CHR:58) The areas they dwell are the dungeons, rivers/lakes, forests, swamps, oceans, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Common, and Dragon.

Dragon, Red
Type: Dragon MR: 310 Dice: 32 + 155 #App: 1 Size: L (48`) Move: 90`/Fly 240`
They will use their fire breath if they roll a '6' at least 11x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L10SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:90 / DEX:64 / LCK:38 / CON:310 / INT:47 / CHR:57) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, rivers/lakes, forests, hills, mountains, oceans, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Common, and Dragon.

Dragon, Shadow
Type: Dragon MR: 240 Dice: 25 + 120 #App: 1 Size: L (20-30`) Move: 180`/Fly 240`
These dragons can only be harmed with magical weapons or spells. They will use their misty breath if they roll a '6' at least 9x with their attack. This breath is a thick black mist that will completely cut visibility everyone in front of the dragon unless the targets can make a L6SR vs. LCK or DEX. The dragon can still attack normally from within this mist, which will dissipate in 2d6 combat rounds. (STR:72 / DEX:52 / LCK:32 / CON:240 / INT:41 / CHR:49) The areas they dwell are the dungeons. They are able to speak Common, and Dragon.

Dragon, Silver
Type: Dragon MR: 310 Dice: 32 + 155 #App: 1 Size: L (48`) Move: 90`/Fly 240`
They will use their freezing blizzard breath if they roll a '6' at least 11x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L10SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. The breath will also cause the victims to suffer a negative 2d6 to DEX for 2d6 combat rounds. (STR:90 / DEX:64 / LCK:38 / CON:310 / INT:47 / CHR:57) The areas they dwell are the snowy mountains, dungeons, rivers/lakes, mountains, oceans, and jungle/tropical mountains. They are able to speak Common, and Dragon.

Dragon, Skeletal
Type: Undead/Dragon MR: 210 Dice: 22 + 105 #App: 1 Size: L (30`) Move: 120`/Fly 240`
They will use their magical roar if they roll a '6' at least 8x with their attack. This roaring sound will melt the flesh from the bones of everyone in front of the dragon unless the targets can make a L7SR vs. LCK. A L7SR vs. DEX can also be made to see if ears are covered in time. This effect is in addition to any damage during that combat round. (STR:65 / DEX:30 / LCK:47 / CON:210 / INT:1 / CHR:9) The areas they dwell are the dungeons.

Dragon, White
Type: Dragon MR: 190 Dice: 20 + 95 #App: 1 Size: L (24`) Move: 120`/Fly 300`
They will use their ice shard breath if they roll a '6' at least 7x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L6SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:60 / DEX:44 / LCK:28 / CON:190 / INT:27 / CHR:35) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, swamps, and oceans. They are able to speak Dragon.
 

Dragon, Zombie
Type: Undead/Dragon MR: 310 Dice: 32 + 155 #App: 1 Size: L (48`) Move: 90`/Fly 240`
They will use their sickly cloud breath if they roll a '6' at least 11x with their attack. This breath will cause illness to everyone in front of the dragon unless the targets can make a L10SR vs. LCK, DEX or CON. The illness contracted can only be cured by magical means. It causes the victim to suffer a negative 2d6 to STR and DEX. (STR:90 / DEX:38 / LCK:64 / CON:310 / INT:1 / CHR:11) The areas they dwell are the dungeons. They are able to speak Dragon, and Undead.

Dragonfish
Type: Animal MR: 100 Dice: 11 + 50 #App: 1 Size: S Move: Swim 60`
They will use their poison stinger if they roll a '6' at least 4x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L2SR vs. CON. The `fish poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:20 / DEX:37 / LCK:29 / CON:100 / INT:1 / CHR:7) The areas they dwell are the rivers/lakes. They are able to speak Fish.

Dragonfly, Giant
Type: Insect MR: 230 Dice: 24 + 115 #App: 1-6 Size: M Move: 10`/Fly 360`
(STR:31 / DEX:70 / LCK:50 / CON:230 / INT:28 / CHR:37) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Insect.

Dragonling Familiar
Type: Dragon MR: 120 Dice: 13 + 60 #App: 1 Size: S (1.5`) Move: 60`/Fly 240`
They will use their poison stinger if they roll a '6' at least 5x with their attack. This poison will cause the victim to appear dead unless they can make a L2SR vs. CON. The `dragonling poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:42 / DEX:32 / LCK:22 / CON:120 / INT:20 / CHR:26) The areas they dwell are the forests, hills, and mountains. They are able to speak Dragon.

Drake, Fire
Type: Dragon MR: 130 Dice: 14 + 65 #App: 1 Size: S (4`) Move: 60`/Fly 180`
They will use their fire breath if they roll a '6' at least 5x with their attack. This breath will automatically do 1d6 points of damage to everyone in front of the drake unless the targets can make a L4SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:45 / DEX:34 / LCK:23 / CON:130 / INT:18 / CHR:25) The areas they dwell are the dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Dragon.

Dread Knight
Type: Undead MR: 280 Dice: 29 + 140 #App: 1 Size: M Move: 90`/Run 120`
These skeletal warriors will emit an aura of fear if they roll a '6' at least 10x with their attack, causing targets to flee in terror unless they can make a L9SR vs. INT. This fear lasts for 2d6 combat rounds. (STR:82 / DEX:59 / LCK:35 / CON:280 / INT:45 / CHR:54) The areas they dwell are the dungeons. They are able to speak Common, and Undead.

Dryad
Type: Fey MR: 50 Dice: 6 + 25 #App: 1-6 Size: M Move: 120`
This beautiful creature will attempt to charm a target if they roll a '6' at least 2x with their attack. They will be charmed for 1d6 combat rounds unless they can make a L2SR vs. INT. During this time, they will attack their comrades. Each target that gets damaged from the attack rolls 1 die to determine which one is charmed, where the lowest number suffers from the effects. A good blow to the head will snap them out of the charm effects. (STR:16 / DEX:20 / LCK:25 / CON:50 / INT:19 / CHR:25) The areas they dwell are the forests. They are able to speak Elven, and Fey.
 

Dwarf
Type: Humanoid MR: 80 Dice: 9 + 40 #App: 1-20 Size: S (4`+) Move: 60`
(STR:32 / DEX:19 / LCK:25 / CON:80 / INT:20 / CHR:25) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Common, and Dwarvish.

Dwurman
Type: Humanoid MR: 100 Dice: 11 + 50 #App: 1-8 Size: S (4`) Move: 60`
Born within the deepest parts of the world, dwurman are closely related to dwarves...but unlike their dwarf cousins, dwurman are rarely seen on the surface. Their skin is dark grey and their hair is a dull white. (STR:37 / DEX:20 / LCK:29 / CON:100 / INT:27 / CHR:33) The areas they dwell are the dungeons. They are able to speak Dwarvish.

Eagle
Type: Animal MR: 80 Dice: 9 + 40 #App: 1-2 Size: M (6`) Move: 10`/Fly 300`
(STR:19 / DEX:32 / LCK:25 / CON:80 / INT:9 / CHR:15) The areas they dwell are the snowy forests, snowy hills, snowy mountains, rivers/lakes, forests, hills, mountains, and oceans. They are able to speak Avian.

Eagle, Giant
Type: Animal MR: 110 Dice: 12 + 55 #App: 1-20 Size: M (20`) Move: 30`/Fly 480`
(STR:21 / DEX:40 / LCK:30 / CON:110 / INT:15 / CHR:22) The areas they dwell are the snowy forests, snowy hills, snowy mountains, rivers/lakes, forests, hills, mountains, and oceans. They are able to speak Avian.

Eel, Electric
Type: Animal MR: 50 Dice: 6 + 25 #App: 1-3 Size: M (9`) Move: 120`
They will use an electrical shock if they roll a '6' at least 2x with their attack. This shock will stun everyone near the eel for 1d6 combat rounds unless they can make a L2SR vs. CON. (STR:16 / DEX:25 / LCK:20 / CON:50 / INT:1 / CHR:7) The areas they dwell are the oceans. They are able to speak Fish.

Eel, Electric, Giant
Type: Animal MR: 180 Dice: 19 + 90 #App: 1 Size: L (20-40`) Move: Swim 90`
They will use an electrical shock if they roll a '6' at least 7x with their attack. This shock will stun everyone near the eel for 2d6 combat rounds unless they can make a L7SR vs. CON. (STR:27 / DEX:57 / LCK:42 / CON:180 / INT:1 / CHR:9) The areas they dwell are the oceans. They are able to speak Fish.

Eel, Giant
Type: Animal MR: 140 Dice: 15 + 70 #App: 1-4 Size: M (20`) Move: 60`
(STR:24 / DEX:47 / LCK:35 / CON:140 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.
 

Eel, Weed
Type: Animal MR: 40 Dice: 5 + 20 #App: 1-20 Size: S (6`) Move: 150`
They will use their poison bite if they roll a '6' at least 2x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:15 / DEX:22 / LCK:19 / CON:40 / INT:1 / CHR:6) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.

Efreet
Type: Planar MR: 280 Dice: 29 + 140 #App: 1 Size: L (12`) Move: 90`/Fly 240`
This being can only be attacked with magic weapons and spells. They will turn into a ball of fire if they roll a '6' at least 10x with their attack. The efreet can still attack in this form but any physical weapons will have no effect on them. They will stay in this form for 2d6 combat rounds. They can only be captured in this form and only if doused with water. Once captured, the captures may make 1 wish in which the efreet vanishes to its home plane. (STR:35 / DEX:59 / LCK:82 / CON:280 / INT:40 / CHR:50) The areas they dwell are the dungeons. They are able to speak Any.

Elemental, Acid
Type: Elemental MR: 160 Dice: 17 + 80 #App: 1 Size: L Move: 120`
Elementals can only be harmed by magical weapons or spells. This elemental will use their acid attack if they roll a '6' at least 6x with their attack. This acid will automatically do 2d6 points of damage to everyone in front of the elemental unless the targets can make a L6SR vs. LCK or DEX. The acid also eats away all of the equipment the target holds, unless it is magical. This attack damage is in addition to any other damage during that round. (STR:39 / DEX:52 / LCK:25 / CON:160 / INT:21 / CHR:29) The areas they dwell are the dungeons.

Elemental, Air
Type: Elemental MR: 50 Dice: 6 + 25 #App: 1 Size: L Move: 360`
Elementals can only be harmed by magical weapons or spells. This elemental will unleash a gust of wind if they roll a '6' at least 2x with their attack. This wind will cause the victims to get knocked down unless they can make a L2SR vs. STR or DEX. Anyone knocked down cannot attack during the next combat round. (STR:20 / DEX:25 / LCK:16 / CON:50 / INT:10 / CHR:16) The areas they dwell are the dungeons.

Elemental, Blood
Type: Elemental MR: 400 Dice: 41 + 200 #App: 1 Size: L Move: 60`/Fly 180`
Elementals can only be harmed by magical weapons or spells. This elemental will use their magical attack if they roll a '6' at least 14x with their attack. This magic will completely suck the blood out of everyone in front of the elemental unless the targets can make a L16SR vs. CON. Anyone who has their blood drawn out will instantly die. (STR:79 / DEX:112 / LCK:45 / CON:400 / INT:45 / CHR:58) The areas they dwell are the dungeons.

Elemental, Earth
Type: Elemental MR: 100 Dice: 11 + 50 #App: 1 Size: L Move: 60`
Elementals can only be harmed by magical weapons or spells. This elemental will unleash an earthquake if they roll a '6' at least 4x with their attack. This quake will cause the victims to get knocked down unless they can make a L4SR vs. DEX. Anyone knocked down cannot attack during the next combat round. (STR:29 / DEX:37 / LCK:20 / CON:100 / INT:15 / CHR:22) The areas they dwell are the snowy mountains, dungeons, mountains, and jungle/tropical mountains.

Elemental, Fire
Type: Elemental MR: 150 Dice: 16 + 75 #App: 1 Size: L Move: 120`
Elementals can only be harmed by magical weapons or spells. This elemental will use their fire attack if they roll a '6' at least 6x with their attack. This flame will automatically do 2d6 points of damage to everyone in front of the elemental unless the targets can make a L6SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:37 / DEX:50 / LCK:25 / CON:150 / INT:20 / CHR:28) The areas they dwell are the dungeons, and deserts.
 

Elemental, Lightning
Type: Elemental MR: 350 Dice: 36 + 175 #App: 1 Size: L Move: 120`
Elementals can only be harmed by magical weapons or spells. This elemental will use their electrical attack if they roll a '6' at least 12x with their attack. This electricity will automatically do 3d6 points of damage to everyone in front of the elemental unless the targets can make a L14SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:70 / DEX:100 / LCK:41 / CON:350 / INT:40 / CHR:52) The areas they dwell are the dungeons.

Elemental, Rock
Type: Elemental MR: 300 Dice: 31 + 150 #App: 1 Size: L Move: 60`
Elementals can only be harmed by magical weapons or spells. This elemental will throw large stones if they roll a '6' at least 11x with their attack. These stones will automatically do 3d6 points of damage to everyone in front of the elemental unless the targets can make a L12SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:62 / DEX:87 / LCK:37 / CON:300 / INT:35 / CHR:46) The areas they dwell are the snowy mountains, dungeons, mountains, and jungle/tropical mountains.

Elemental, Smoke
Type: Elemental MR: 250 Dice: 26 + 125 #App: 1 Size: L Move: 360`
Elementals can only be harmed by magical weapons or spells. This elemental will release a cloud of smoke if they roll a '6' at least 9x with their attack. This smoke will choke and blind the victims unless they can make a L10SR vs. DEX. The smoke will dissipate in 2d6 combat rounds. (STR:54 / DEX:75 / LCK:33 / CON:250 / INT:30 / CHR:40) The areas they dwell are the dungeons.

Elemental, Water
Type: Elemental MR: 200 Dice: 21 + 100 #App: 1 Size: L Move: 60`/Fly 180`
Elementals can only be harmed by magical weapons or spells. This elemental will unleash a wave of water if they roll a '6' at least 7x with their attack. This wave will cause the victims to drown and die unless they can make a L8SR vs. CON. (STR:45 / DEX:62 / LCK:29 / CON:200 / INT:25 / CHR:34) The areas they dwell are the dungeons, rivers/lakes, and oceans.

Elephant, Jungle
Type: Animal MR: 240 Dice: 25 + 120 #App: 1-20 Size: L (9`+) Move: 120`
(STR:72 / DEX:32 / LCK:52 / CON:240 / INT:27 / CHR:37) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Pachyderm.

Elephant, Plains
Type: Animal MR: 260 Dice: 27 + 130 #App: 1-12 Size: L (11`+) Move: 150`
(STR:77 / DEX:34 / LCK:55 / CON:260 / INT:29 / CHR:39) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Pachyderm.

Elf
Type: Humanoid MR: 90 Dice: 10 + 45 #App: 1-20 Size: M (5`+) Move: 120`
(STR:20 / DEX:35 / LCK:27 / CON:90 / INT:23 / CHR:29) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, and Elven.
 

Ettin
Type: Giant MR: 270 Dice: 28 + 135 #App: 1-4 Size: L (13`) Move: 120`
(STR:80 / DEX:57 / LCK:35 / CON:270 / INT:32 / CHR:42) The areas they dwell are the snowy mountains, dungeons, forests, hills, mountains, and jungle/tropical mountains. They are able to speak Giant.

Fairy
Type: Fey MR: 60 Dice: 7 + 30 #App: 1-6 Size: S (1`) Move: 60`/Fly 120`
Fairies are very small humanoids with insect like wings that live in the forests of the world. They sometimes emit a small amount of light varying in colors from blue, white, green, or yellow. They will unleash a polymorph spell if they roll a '6' at least 3x with their attack. This magic will take one of 6 forms on a single opponent. Each target that gets damaged from the attack rolls 1 die to determine which one is affected, where the lowest number suffers from the effects. To determine which form the victim takes, roll 1 die (1-Frog; 2-Pig; 3-Sheep; 4-Chicken; 5-Dog; 6-Cat). A L1SR vs. LCK can be made to avoid the effects. In this form, the victim cannot attack while they are in this form for the next 1d6 combat rounds. (STR:17 / DEX:22 / LCK:27 / CON:60 / INT:21 / CHR:26) The areas they dwell are the snowy forests, forests, and jungle/tropical forests. They are able to speak Elven, and Fey.

Fairy Drake
Type: Dragon MR: 70 Dice: 8 + 35 #App: 1-6 Size: S (1-1.5`) Move: 60`/Fly 240`
They will use their cloud breath if they roll a '6' at least 3x with their attack. This breath will cause everyone in front of the dragon to hallucinate for 1d6 combat rounds unless the targets can make a L1SR vs. CON. This attack damage is in addition to any other damage during that round. (STR:30 / DEX:24 / LCK:18 / CON:70 / INT:25 / CHR:30) The areas they dwell are the snowy forests, forests, and jungle/tropical forests. They are able to speak Dragon.

Falcon, Large
Type: Animal MR: 60 Dice: 7 + 30 #App: 1-2 Size: S (3-4`+) Move: 10`/Fly 330`
(STR:17 / DEX:27 / LCK:22 / CON:60 / INT:7 / CHR:12) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.

Falcoran
Type: Humanoid MR: 70 Dice: 8 + 35 #App: 1-10 Size: M Move: 60`/Fly 360`
These bird-men often make their homes high in the trees. They look like humanoid eagles where the males have white feathered heads, while the females do not...which make them look more like humanoid hawks. (STR:18 / DEX:30 / LCK:24 / CON:70 / INT:15 / CHR:21) The areas they dwell are the snowy hills, snowy mountains, rivers/lakes, hills, mountains, oceans, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Avian, and Falcoran.

Fish, Glow
Type: Monster MR: 50 Dice: 6 + 25 #App: 1-12 Size: S (1`) Move: 300`
They will use their glowing eyes if they roll a '6' at least 2x with their attack. This glow will cause everyone in front of the fish to stare motionless at the fish for 1d6 combat rounds unless the targets can make a L1SR vs. LCK. They can also make a L1SR vs. DEX to shield their eyes in time. This attack damage is in addition to any other damage during that round. (STR:16 / DEX:25 / LCK:20 / CON:50 / INT:1 / CHR:6) The areas they dwell are the oceans. They are able to speak Fish.

Fly, Giant, Bluebottle
Type: Insect MR: 100 Dice: 11 + 50 #App: 1-10 Size: M Move: 90`/Fly 300`
They will pass a disease with their bite if they roll a '6' at least 4x with their attack. This disease will cause the victim to suffer a negative 1d6 to STR and DEX unless they can make a L3SR vs. CON. The disease will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:20 / DEX:37 / LCK:29 / CON:100 / INT:1 / CHR:7) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
 

Fly, Giant, Horsefly
Type: Insect MR: 170 Dice: 18 + 85 #App: 1-4 Size: L Move: 60`/Fly 270`
They will attach themselves to a target if they roll a '6' at least 6x with their attack. They will then begin to suck the blood of the victim unless they can make a L6SR vs. STR to get it off. Anyone getting blood drained will suffer 2d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to, where the lowest number is the one it attaches to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L6SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. (STR:26 / DEX:55 / LCK:40 / CON:170 / INT:1 / CHR:9) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.

Frog, Giant
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-10 Size: S-M (3-6`) Move: 30`/Swim 90`
These giant frogs will use their tongue to grab an item out of the hand of a target if they roll a '6' at least 3x with their attack. Each target that gets damaged from the attack rolls 1 die to determine which one loses an item, where the lowest number loses. The item may be eaten by the frog (which can be retrieved after killing it) or may fall to the floor beneath the frog. (STR:18 / DEX:24 / LCK:30 / CON:70 / INT:1 / CHR:7) The areas they dwell are the dungeons, rivers/lakes, forests, plains, swamps, oceans, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Amphibian.

Frog, Giant, Killer
Type: Animal MR: 60 Dice: 7 + 30 #App: 1-12 Size: S Move: 60`/Swim 120`
Unlike other frogs, these will attack with a mouth full of razor sharp teeth. (STR:17 / DEX:22 / LCK:27 / CON:60 / INT:1 / CHR:7) The areas they dwell are the dungeons, rivers/lakes, forests, plains, swamps, oceans, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Amphibian.

Frog, Giant, Poisonous
Type: Animal MR: 40 Dice: 5 + 20 #App: 1-12 Size: S Move: 30`/Swim 90`
They will use their poison tongue if they roll a '6' at least 2x with their attack. This poison tongue will cause the victim to die unless they can get out of the way by making a L1SR vs. DEX, or LCK. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:15 / DEX:19 / LCK:22 / CON:40 / INT:1 / CHR:6) The areas they dwell are the dungeons, rivers/lakes, forests, plains, swamps, oceans, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Amphibian.

Frost Crawler
Type: Monster MR: 310 Dice: 32 + 155 #App: 1 Size: L (21-42`) Move: 120`
These giant snow worms will swallow a target whole if they roll a '6' at least 11x with their attack and the victim fails a L12SR vs. DEX or LCK. While inside, the victim will suffer 3d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. (STR:64 / DEX:90 / LCK:38 / CON:310 / INT:32 / CHR:43) The areas they dwell are the snowy hills, snowy mountains, snowy plains, dungeons, and deserts. They are able to speak Slug.

Fruglum
Type: Humanoid MR: 60 Dice: 7 + 30 #App: 1-20 Size: S-M Move: 30`/Swim 150`
These humanoid frog men often hunt in groups. (STR:17 / DEX:27 / LCK:22 / CON:60 / INT:13 / CHR:18) The areas they dwell are the dungeons, forests, swamps, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Amphibian, and Fruglum.

Gar, Giant
Type: Animal MR: 230 Dice: 24 + 115 #App: 1-6 Size: L (21-30`) Move: Swim 300`
These fish will swallow a target whole if they roll a '6' at least 8x with their attack and the victim fails a L8SR vs. DEX or LCK. While inside, the victim will suffer 2d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. (STR:31 / DEX:70 / LCK:50 / CON:230 / INT:1 / CHR:10) The areas they dwell are the rivers/lakes. They are able to speak Fish.
 

Gargoyle
Type: Beast MR: 150 Dice: 16 + 75 #App: 1-10 Size: M Move: 90`/Fly 150`
Can only be harmed with magical weapons or spells. (STR:37 / DEX:50 / LCK:25 / CON:150 / INT:20 / CHR:27) The areas they dwell are the snowy forests, snowy mountains, dungeons, rivers/lakes, forests, mountains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Balrog, Gargoyle, and Gremlin.

Gargoyle, Stone
Type: Beast MR: 200 Dice: 21 + 100 #App: 1-8 Size: M Move: 60`/Fly 120`
Can only be harmed with magical weapons or spells. (STR:45 / DEX:62 / LCK:29 / CON:200 / INT:25 / CHR:33) The areas they dwell are the snowy hills, snowy mountains, dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Balrog, Gargoyle, and Gremlin.

Ghast
Type: Undead MR: 140 Dice: 15 + 70 #App: 1-6 Size: M Move: 150`
They will paralyze a victim if they roll a '6' at least 5x with their attack. This paralysis will last for 1d6 combat rounds unless they can make a L4SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is affected with the paralysis, where the lowest number suffers from the effects. (STR:47 / DEX:24 / LCK:35 / CON:140 / INT:26 / CHR:33) The areas they dwell are the snowy hills, snowy mountains, snowy plains, dungeons, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.

Ghost
Type: Undead MR: 280 Dice: 29 + 140 #App: 1 Size: M Move: 90`
They will age a victim if they roll a '6' at least 10x with their attack. The victim will age 2d60 years unless they can make a L10SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the aging, where the lowest number suffers from the effects. (STR:35 / DEX:59 / LCK:82 / CON:280 / INT:42 / CHR:52) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.

Ghoul
Type: Undead MR: 80 Dice: 9 + 40 #App: 1-14 Size: M Move: 90`
They will paralyze a victim if they roll a '6' at least 3x with their attack. This paralysis will last for 1d6 combat rounds unless they can make a L2SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is affected with the paralysis, where the lowest number suffers from the effects. Anyone killed by a ghoul will become one in about a day unless they are resurrected or the body destroyed. (STR:32 / DEX:19 / LCK:25 / CON:80 / INT:13 / CHR:19) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.

Giant, Cloud
Type: Giant MR: 340 Dice: 35 + 170 #App: 1-6 Size: L (18`) Move: 150`
(STR:97 / DEX:69 / LCK:40 / CON:340 / INT:44 / CHR:55) The areas they dwell are the snowy hills, snowy mountains, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Giant.

Giant, Fire
Type: Giant MR: 310 Dice: 32 + 155 #App: 1-8 Size: L (12`) Move: 120`
They are immune to fire based attacks. (STR:90 / DEX:64 / LCK:38 / CON:310 / INT:38 / CHR:49) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Giant.
 

Giant, Fog
Type: Giant MR: 370 Dice: 38 + 185 #App: 1-4 Size: L (18`) Move: 150`
They emit a fog that causes attackers to subtract 2 from their combat rolls. (STR:105 / DEX:74 / LCK:43 / CON:370 / INT:48 / CHR:60) The areas they dwell are the snowy hills, snowy plains, hills, plains, swamps, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Giant.

Giant, Frost
Type: Giant MR: 280 Dice: 29 + 140 #App: 1-8 Size: L (15`) Move: 120`
They are immune to cold based attacks. (STR:82 / DEX:59 / LCK:35 / CON:280 / INT:35 / CHR:45) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, and mountains. They are able to speak Giant.

Giant, Hill
Type: Giant MR: 240 Dice: 25 + 120 #App: 1-10 Size: L (10.5`) Move: 120`
(STR:72 / DEX:52 / LCK:32 / CON:240 / INT:29 / CHR:38) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Giant.

Giant, Mountain
Type: Giant MR: 300 Dice: 31 + 150 #App: 1-4 Size: L (14`) Move: 120`
(STR:87 / DEX:37 / LCK:62 / CON:300 / INT:44 / CHR:55) The areas they dwell are the snowy mountains, mountains, and jungle/tropical mountains. They are able to speak Giant.

Giant, Stone
Type: Giant MR: 300 Dice: 31 + 150 #App: 1-8 Size: L (12`) Move: 120`
They will hurl a large rock if they roll a '6' at least 11x with their attack. This rock will automatically do 2d6 points of damage to the target unless they can make a L10SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. Each target that gets damaged from the attack rolls 1 die to determine which one is hit by the rock, where the lowest number suffers the crushing effects. (STR:87 / DEX:62 / LCK:37 / CON:300 / INT:38 / CHR:48) The areas they dwell are the snowy hills, snowy mountains, dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Giant.

Giant, Storm
Type: Giant MR: 410 Dice: 42 + 205 #App: 1-4 Size: L (21`) Move: 150`
They will hurl a lightning bolt if they roll a '6' at least 14x with their attack. This bolt will automatically do 4d6 points of damage to the target unless they can make a L16SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. Each target that gets damaged from the attack rolls 1 die to determine which one is hit by the bolt, where the lowest number suffers the effects. (STR:115 / DEX:46 / LCK:80 / CON:410 / INT:57 / CHR:70) The areas they dwell are the snowy mountains, rivers/lakes, mountains, oceans, and jungle/tropical mountains. They are able to speak Giant.

Gnoll
Type: Humanoid MR: 90 Dice: 10 + 45 #App: 1-20 Size: L (7`+) Move: 90`
(STR:35 / DEX:27 / LCK:20 / CON:90 / INT:16 / CHR:22) The areas they dwell are the dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine, and Gnoll.
 

Gnoll, Greater
Type: Humanoid MR: 110 Dice: 12 + 55 #App: 1-14 Size: M (6.5`) Move: 120`
(STR:40 / DEX:30 / LCK:21 / CON:110 / INT:19 / CHR:25) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine, and Gnoll.

Gnome
Type: Humanoid MR: 70 Dice: 8 + 35 #App: 1-20 Size: S (3`+) Move: 60`
(STR:18 / DEX:24 / LCK:30 / CON:70 / INT:19 / CHR:24) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Common, and Dwarvish.

Goat
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-8 Size: M Move: 150`
(STR:30 / DEX:24 / LCK:18 / CON:70 / INT:8 / CHR:14) The areas they dwell are the snowy hills, snowy mountains, snowy plains, deserts, hills, mountains, and plains. They are able to speak Bovine.

Goat, Giant
Type: Animal MR: 110 Dice: 12 + 55 #App: 1-12 Size: L (5`+) Move: 180`
(STR:40 / DEX:30 / LCK:21 / CON:110 / INT:14 / CHR:21) The areas they dwell are the snowy hills, snowy mountains, snowy plains, deserts, hills, mountains, and plains. They are able to speak Bovine.

Goblin
Type: Humanoid MR: 60 Dice: 7 + 30 #App: 1-20 Size: S (4`) Move: 60`
(STR:17 / DEX:22 / LCK:27 / CON:60 / INT:13 / CHR:18) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Goblin, and Orkish.

Golem, Clay
Type: Construct MR: 180 Dice: 19 + 90 #App: 1 Size: L (8`) Move: 70`
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:57 / DEX:42 / LCK:27 / CON:180 / INT:1 / CHR:9) The areas they dwell are the dungeons.

Golem, Diamond
Type: Construct MR: 360 Dice: 37 + 180 #App: 1 Size: L (12`) Move: 80`
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:102 / DEX:72 / LCK:42 / CON:360 / INT:1 / CHR:12) The areas they dwell are the dungeons.
 

Golem, Emerald
Type: Construct MR: 310 Dice: 32 + 155 #App: 1 Size: L (10`) Move: 80`
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:90 / DEX:64 / LCK:38 / CON:310 / INT:1 / CHR:11) The areas they dwell are the dungeons.

Golem, Flesh
Type: Construct MR: 110 Dice: 12 + 55 #App: 1 Size: L (7.5`) Move: 80`
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:40 / DEX:30 / LCK:21 / CON:110 / INT:1 / CHR:8) The areas they dwell are the dungeons.

Golem, Iron
Type: Construct MR: 280 Dice: 29 + 140 #App: 1 Size: L (12`) Move: 60`
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:82 / DEX:59 / LCK:35 / CON:280 / INT:1 / CHR:11) The areas they dwell are the dungeons.

Golem, Ruby
Type: Construct MR: 230 Dice: 24 + 115 #App: 1 Size: L (8`) Move: 80`
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:70 / DEX:50 / LCK:31 / CON:230 / INT:1 / CHR:10) The areas they dwell are the dungeons.

Golem, Stone
Type: Construct MR: 210 Dice: 22 + 105 #App: 1 Size: L (9.5`) Move: 60`
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:65 / DEX:47 / LCK:30 / CON:210 / INT:1 / CHR:10) The areas they dwell are the dungeons.

Gorgon
Type: Beast MR: 240 Dice: 25 + 120 #App: 1-4 Size: L Move: 120`
These bull creatures will use their breath if they roll a '6' at least 9x with their attack. This breath will cause everyone in front of the gorgon to turn to stone unless the targets can make a L8SR vs. DEX or LCK. (STR:72 / DEX:52 / LCK:32 / CON:240 / INT:25 / CHR:34) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps.

Gorilla
Type: Animal MR: 140 Dice: 15 + 70 #App: 1-4 Size: M (6`) Move: 120`
(STR:47 / DEX:35 / LCK:24 / CON:140 / INT:19 / CHR:26) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Simian.
 

Gremlin
Type: Planar MR: 60 Dice: 7 + 30 #App: 1-12 Size: S (1`+) Move: 60`/Fly 120`
These winged demon-looking creatures are green in color with yellow eyes that sometimes glow in the dark if light is shined on them just right. They are varying green in color with little wings. They feast on the blood of other creatures. They will steal coin treasure if they roll a '6' at least 3x with their attack. After stealing the coins (determined randomly), they will attempt to flee. There is also a 1 in 6 chance they will surprise an opponent. (STR:17 / DEX:27 / LCK:22 / CON:60 / INT:14 / CHR:19) The areas they dwell are the dungeons. They are able to speak Gremlin.

Greyling
Type: Fey MR: 170 Dice: 18 + 85 #App: 1-12 Size: S (1.5`) Move: 120`
These small humanoids are related to brownies, except their skin is a shade of grey (from light to dark) and their hair color ranges from white, black, or grey. They will unleash a magical spell if they roll a '6' at least 6x with their attack. This magic will take one of 6 forms on a single opponent. Each target that gets damaged from the attack rolls 1 die to determine which one is affected, where the lowest number suffers from the effects. To determine which spell, roll 1 die (1-Disintegrates and dies; 2-Scared and runs away for 1d6 combat rounds; 3-Turns to solid crystal and dies; 4-Sleep for 1d6 combat rounds; 5-Flamed for 1d6 points of damage; 6-Charms where they attack friends for 1d6 combat rounds). A L2SR vs. LCK can be made to avoid the effects. (STR:26 / DEX:40 / LCK:55 / CON:170 / INT:35 / CHR:41) The areas they dwell are the snowy forests, dungeons, forests, swamps, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Brownie, and Gremlin.

Griffin
Type: Beast MR: 210 Dice: 22 + 105 #App: 1-12 Size: L Move: 120`/Fly 300`
These are creatures with the body and tail and back legs of a lion, and the head and wings of an eagle, and an eagle`s talons as its front feet. (STR:65 / DEX:47 / LCK:30 / CON:210 / INT:24 / CHR:32) The areas they dwell are the snowy hills, snowy mountains, rivers/lakes, deserts, hills, mountains, oceans, and jungle/tropical mountains. They are able to speak Avian.

Harpy
Type: Beast MR: 90 Dice: 10 + 45 #App: 1-12 Size: M Move: 60`/Fly 150`
They will make a calling sound if they roll a '6' at least 4x with their attack. This sound will make the target walk up to the harpy unless they can make a L3SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one the sound affects, where the lowest number is drawn to the harpy. Whoever is drawn to the harpy will snap out of it after that combat round, but will have to take the full damage from the harpy that occurred in the same round. (STR:20 / DEX:35 / LCK:27 / CON:90 / INT:14 / CHR:20) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian, and Harpy.

Haunt
Type: Undead MR: 180 Dice: 19 + 90 #App: 1 Size: M Move: 60`
They will possess a victim if they roll a '6' at least 7x with their attack. The victim will be in total control by the haunt unless they can make a L5SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is possessed, where the lowest number is under control of the haunt. The only way to free the victim is to get them out of the area where the haunt resides, as the haunt cannot leave that area. Killing the victim will also unleash the haunt. (STR:27 / DEX:42 / LCK:57 / CON:180 / INT:1 / CHR:8) The areas they dwell are the snowy mountains, dungeons, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.

Hawk
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-2 Size: S (2-3`) Move: 10`/Fly 360`
(STR:18 / DEX:30 / LCK:24 / CON:70 / INT:8 / CHR:13) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, rivers/lakes, deserts, forests, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.

Hippocampus
Type: Animal MR: 130 Dice: 14 + 65 #App: 1-8 Size: L Move: Swim 240`
(STR:34 / DEX:45 / LCK:23 / CON:130 / INT:21 / CHR:28) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.
 

Hippogriff
Type: Animal MR: 130 Dice: 14 + 65 #App: 1-10 Size: L Move: 180`/Fly 360`
These creatures have the head of an eagle, claws armed with talons, and wings covered with feathers, the rest of its body being that of a horse. (STR:34 / DEX:45 / LCK:23 / CON:130 / INT:16 / CHR:23) The areas they dwell are the snowy hills, snowy mountains, rivers/lakes, hills, mountains, oceans, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Avian.

Hippopotamus
Type: Animal MR: 200 Dice: 21 + 100 #App: 1-12 Size: L Move: 90`/Swim 120`
(STR:62 / DEX:29 / LCK:45 / CON:200 / INT:21 / CHR:30) The areas they dwell are the rivers/lakes, and jungle/tropical swamps. They are able to speak Hippopotamus.

Hobgoblin
Type: Humanoid MR: 90 Dice: 10 + 45 #App: 1-20 Size: M (6.5`) Move: 90`
(STR:35 / DEX:27 / LCK:20 / CON:90 / INT:17 / CHR:23) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Goblin.

Hobling
Type: Humanoid MR: 50 Dice: 6 + 25 #App: 1-20 Size: S (3`+) Move: 90`
These short humanoids often live in the hills, building their homes in burrows below. They often do not wear shoes and have hair growing on the top of their feet. (STR:16 / DEX:25 / LCK:20 / CON:50 / INT:17 / CHR:22) The areas they dwell are the snowy forests, snowy hills, snowy plains, and dungeons. They are able to speak Common, Elven, and Hobling.

Hornet, Giant
Type: Insect MR: 160 Dice: 17 + 80 #App: 1 Size: M Move: Fly 240`
They will use their poison stinger if they roll a '6' at least 6x with their attack. This poison will cause the victim to become paralyzed unless they can make a L5SR vs. CON. The `hornet venom` will last for 1d6 combat rounds. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:25 / DEX:52 / LCK:39 / CON:160 / INT:19 / CHR:26) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.

Horse, Draft
Type: Animal MR: 90 Dice: 10 + 45 #App: 1 Size: L Move: 120`
(STR:27 / DEX:35 / LCK:20 / CON:90 / INT:10 / CHR:16) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.

Horse, Heavy
Type: Animal MR: 110 Dice: 12 + 55 #App: 1 Size: L Move: 150`
(STR:30 / DEX:40 / LCK:21 / CON:110 / INT:12 / CHR:19) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.
 

Horse, Hell
Type: Planar MR: 280 Dice: 29 + 140 #App: 1 Size: L Move: 150`/Fly 360`
These fiery dark horses will emit a cloud of black smoke from their mouth if they roll a '6' at least 10x with their attack. This smoke will cause everyone in the area to subtract 3 from their combat rolls due to choking and burning eyes. The smoke will dissipate after 2d6 combat rounds. (STR:59 / DEX:82 / LCK:35 / CON:280 / INT:42 / CHR:50) The areas they dwell are the snowy mountains, dungeons, mountains, and jungle/tropical mountains. They are able to speak Balrog, and Equine.

Horse, Light
Type: Animal MR: 70 Dice: 8 + 35 #App: 1 Size: L Move: 240`
(STR:24 / DEX:30 / LCK:18 / CON:70 / INT:8 / CHR:14) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.

Horse, Medium
Type: Animal MR: 90 Dice: 10 + 45 #App: 1 Size: L Move: 180`
(STR:27 / DEX:35 / LCK:20 / CON:90 / INT:10 / CHR:16) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.

Horse, Wild
Type: Animal MR: 70 Dice: 8 + 35 #App: 1 Size: L Move: 240`
(STR:24 / DEX:30 / LCK:18 / CON:70 / INT:8 / CHR:14) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.

Hound, Death
Type: Beast MR: 90 Dice: 10 + 45 #App: 1-10 Size: M (4`) Move: 120`
Their bite will inflict disease if they roll a '6' at least 4x with their attack. This disease will cause the victim to suffer a negative 1d6 to STR and DEX unless they can make a L3SR vs. CON. The disease will last an entire week unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. (STR:27 / DEX:35 / LCK:20 / CON:90 / INT:10 / CHR:16) The areas they dwell are the dungeons, and deserts. They are able to speak Canine.

Hound, Ghost
Type: Beast MR: 160 Dice: 17 + 80 #App: 1-12 Size: M (3`) Move: 300`
These ghostly wolves will howl if they roll a '6' at least 6x with their attack. This howl will automatically cause targets to flee in terror unless they can make a L6SR vs. INT. A L6SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 2d6 combat rounds. (STR:25 / DEX:52 / LCK:39 / CON:160 / INT:24 / CHR:32) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, and swamps. They are able to speak Canine.

Hound, Hell
Type: Planar MR: 180 Dice: 19 + 90 #App: 1-8 Size: M Move: 120`
They will use their fire breath if they roll a '6' at least 7x with their attack. This breath will automatically do 2d6 points of damage to a single target in front of the creature unless the targets can make a L6SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. (STR:42 / DEX:57 / LCK:27 / CON:180 / INT:23 / CHR:31) The areas they dwell are the dungeons, deserts, hills, mountains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Balrog, and Canine.
 

Hound, Shadow
Type: Planar MR: 120 Dice: 13 + 60 #App: 1-12 Size: M Move: 180`
These shadowy wolves can only be harmed with magical weapons or spells. (STR:22 / DEX:32 / LCK:42 / CON:120 / INT:15 / CHR:22) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Balrog, and Canine.

Hulking Beast
Type: Monster MR: 260 Dice: 27 + 130 #App: 1-4 Size: L (8`) Move: 60`/Burrow 60`
These humanoid beasts have a dark exoskeleton with sharp claws. They have bright yellow eyes and if they roll a '6' at least 9x with their attack, an opponent will stare into them and become confused unless they can make a L9SR vs. INT. This confusion will cause the victim to stop fighting and wander aimlessly for 2d6 combat rounds. Each target that gets damaged from the attack rolls 1 die to determine which one is confused, where the lowest number suffers from the effects. (STR:77 / DEX:55 / LCK:34 / CON:260 / INT:34 / CHR:43) The areas they dwell are the dungeons.

Hydra
Type: Dragon MR: 230 Dice: 24 + 115 #App: 1 Size: L Move: 90`
This dragon-looking creature has 6 heads, each with its own breath weapon. If they roll a '6' at least 8x with their attack, one of the heads will use their breath weapon. To determine which head, roll 1 die (1-Frost:Character is frozen for 2d6 combat rounds; 2-Fire:Character suffers 2d6 points of damage; 3-Electricity:Character misses the next combat round from the shock; 4-Acid:Character suffers 2d6 points of damage and also loses a single piece of random equipped armor or weapon; 5-Tar:Characters miss combat rounds until they can make a L9SR vs. STR to free themselves from the sticky substance; 6-Oil:Characters must make a L9SR vs. DEX before every combat round or slip and fall down). This breath will affect everyone in front of the hydra unless the targets can make a L9SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:70 / DEX:50 / LCK:31 / CON:230 / INT:26 / CHR:35) The areas they dwell are the snowy forests, snowy mountains, snowy plains, dungeons, forests, mountains, plains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Dragon.

Hyena
Type: Animal MR: 90 Dice: 10 + 45 #App: 1-12 Size: M Move: 120`
(STR:27 / DEX:35 / LCK:20 / CON:90 / INT:10 / CHR:16) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Canine.

Hyena, Giant
Type: Animal MR: 130 Dice: 14 + 65 #App: 1-8 Size: L Move: 120`
(STR:34 / DEX:45 / LCK:23 / CON:130 / INT:14 / CHR:21) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Canine.

Imp
Type: Planar MR: 140 Dice: 15 + 70 #App: 1 Size: S (2`) Move: 60`/Fly 180`
Spells do not work against these creatures unless the caster has an INT score over 20. (STR:24 / DEX:47 / LCK:35 / CON:140 / INT:22 / CHR:28) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Imp, Fire
Type: Planar MR: 130 Dice: 14 + 65 #App: 1 Size: M (5`) Move: 120`/Fly 240`
Spells do not work against these creatures unless the caster has an INT score over 20. (STR:23 / DEX:45 / LCK:34 / CON:130 / INT:21 / CHR:28) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
 

Imp, Lava
Type: Planar MR: 100 Dice: 11 + 50 #App: 1 Size: M (5`) Move: 120`/Fly 240`
Spells do not work against these creatures unless the caster has an INT score over 20. (STR:20 / DEX:37 / LCK:29 / CON:100 / INT:18 / CHR:24) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Imp, Smoke
Type: Planar MR: 120 Dice: 13 + 60 #App: 1 Size: M (5`) Move: 120`/Fly 240`
Spells do not work against these creatures unless the caster has an INT score over 20. (STR:22 / DEX:42 / LCK:32 / CON:120 / INT:20 / CHR:26) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Imp, Steam
Type: Planar MR: 110 Dice: 12 + 55 #App: 1 Size: M (5`) Move: 120`/Fly 240`
Spells do not work against these creatures unless the caster has an INT score over 20. (STR:21 / DEX:40 / LCK:30 / CON:110 / INT:19 / CHR:26) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.

Jackal
Type: Animal MR: 40 Dice: 5 + 20 #App: 1-6 Size: S Move: 120`
(STR:19 / DEX:22 / LCK:15 / CON:40 / INT:7 / CHR:12) The areas they dwell are the deserts, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Canine.

Jaguar
Type: Animal MR: 140 Dice: 15 + 70 #App: 1-2 Size: L Move: 150`
(STR:35 / DEX:47 / LCK:24 / CON:140 / INT:17 / CHR:24) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Feline.

Jellyfish, Giant
Type: Animal MR: 60 Dice: 7 + 30 #App: 1-10 Size: S-L Move: 10`
They will use their poison sting if they roll a '6' at least 3x with their attack. This poison will cause the target to become paralyzed unless they can make a L2SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:17 / DEX:22 / LCK:27 / CON:60 / INT:1 / CHR:7) The areas they dwell are the oceans. They are able to speak Fish.

Kelpie
Type: Plant MR: 170 Dice: 18 + 85 #App: 1-4 Size: M Move: 90`/Swim 120`
They will use their charms on any males if they roll a '6' at least 6x with their attack. This charm will cause the male to jump into the water and get tangled in the seaweed of the kelpie unless the targets can make a L5SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is charmed, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. (STR:26 / DEX:40 / LCK:55 / CON:170 / INT:24 / CHR:31) The areas they dwell are the rivers/lakes, swamps, oceans, and jungle/tropical swamps. They are able to speak Any.
 

Ki-rin
Type: Beast MR: 390 Dice: 40 + 195 #App: 1 Size: L Move: 240`/Fly 480`
These magical horses are bright gold in color. Spells do not work against these creatures unless the caster has an INT score over 30. They will create an illusion of themselves if they roll a '6' at least 14x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L12SR vs. INT. This illusion will disappear after the next combat round. (STR:45 / DEX:110 / LCK:77 / CON:390 / INT:59 / CHR:70) The areas they dwell are the snowy hills, snowy mountains, rivers/lakes, hills, mountains, oceans, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Equine.

Kobold
Type: Humanoid MR: 40 Dice: 5 + 20 #App: 1-20 Size: S (3`) Move: 60`
(STR:15 / DEX:22 / LCK:19 / CON:40 / INT:11 / CHR:16) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Goblin, and Orkish.

Kraken
Type: Beast MR: 470 Dice: 48 + 235 #App: 1 Size: L Move: Swim 200`
During their attack, these gigantic squid creatures will pull down ships if a 1 is rolled on 1 die. This roll is separate from the combat dice. (STR:130 / DEX:90 / LCK:51 / CON:470 / INT:67 / CHR:82) The areas they dwell are the oceans. They are able to speak Fish.

Lamia
Type: Beast MR: 250 Dice: 26 + 125 #App: 1 Size: M Move: 240`
This sphinx looking creatures will create an illusion of themselves if they roll a '6' at least 9x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L9SR vs. INT. This illusion will disappear after the next combat round. (STR:54 / DEX:75 / LCK:33 / CON:250 / INT:39 / CHR:48) The areas they dwell are the dungeons, and deserts. They are able to speak Sphinx.

Lamia, Royal
Type: Beast MR: 260 Dice: 27 + 130 #App: 1 Size: M Move: 90`
This sphinx looking creatures will create an illusion of themselves if they roll a '6' at least 9x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L11SR vs. INT. This illusion will disappear after the next combat round. (STR:55 / DEX:77 / LCK:34 / CON:260 / INT:40 / CHR:50) The areas they dwell are the dungeons, and deserts. They are able to speak Sphinx.

Lammasu
Type: Monster MR: 200 Dice: 21 + 100 #App: 1-8 Size: L Move: 120`/Fly 240`
These winged-lion looking creatures are peaceful by nature. They will use their healing magic if they roll a '6' at least 7x with their attack, healing themselves 20 points of damage. (STR:45 / DEX:62 / LCK:29 / CON:200 / INT:38 / CHR:47) The areas they dwell are the dungeons, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Sphinx.

Lammasu, Greater
Type: Monster MR: 330 Dice: 34 + 165 #App: 1-2 Size: L (5`) Move: 150`/Fly 300`
These winged-lion looking creatures are peaceful by nature. They will use their healing magic if they roll a '6' at least 12x with their attack, healing themselves 30 points of damage. (STR:67 / DEX:95 / LCK:40 / CON:330 / INT:53 / CHR:64) The areas they dwell are the dungeons, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Sphinx.
 

Lamprey, Giant
Type: Animal MR: 140 Dice: 15 + 70 #App: 1-4 Size: S Move: 90`
They will attach themselves to a target if they roll a '6' at least 5x with their attack. They will then begin to suck the blood of the victim unless they can make a L5SR vs. STR to get it off. Anyone getting blood drained will suffer 1d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L5SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. (STR:24 / DEX:47 / LCK:35 / CON:140 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.

Lamprey, Normal
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-2 Size: S Move: 120`
They will attach themselves to a target if they roll a '6' at least 3x with their attack. They will then begin to suck the blood of the victim unless they can make a L2SR vs. STR to get it off. Anyone getting blood drained will suffer 1d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L2SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. (STR:18 / DEX:30 / LCK:24 / CON:70 / INT:1 / CHR:7) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.

Leech, Giant
Type: Animal MR: 50 Dice: 6 + 25 #App: 1-12 Size: S-M Move: 30`
They will attach themselves to a target if they roll a '6' at least 2x with their attack. They will then begin to suck the blood of the victim unless they can make a L2SR vs. STR to get it off. Anyone getting blood drained will suffer 1d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L2SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. (STR:16 / DEX:25 / LCK:20 / CON:50 / INT:1 / CHR:7) The areas they dwell are the dungeons, rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Slug.

Leopard
Type: Animal MR: 120 Dice: 13 + 60 #App: 1-2 Size: M Move: 120`
(STR:32 / DEX:42 / LCK:22 / CON:120 / INT:15 / CHR:22) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.

Leprechaun
Type: Fey MR: 100 Dice: 11 + 50 #App: 1-3 Size: S (2`) Move: 150`
Spells do not work against these creatures unless the caster has an INT score over 20. They will create an illusion of themselves if they roll a '6' at least 4x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L4SR vs. INT. This illusion will disappear after the next combat round. If captured, there is a 50% chance (1-3 rolling 1 die) that they will tell the location of their treasure. (STR:20 / DEX:29 / LCK:37 / CON:100 / INT:26 / CHR:33) The areas they dwell are the dungeons, forests, hills, and plains. They are able to speak Elven, Fey, and Gremlin.

Leucrotta
Type: Beast MR: 200 Dice: 21 + 100 #App: 1-4 Size: L Move: 180`
This mystical dog-wolf will use their mind control if they roll a '6' at least 7x with their attack. This control will cause a target to kill themselves unless they can make a L7SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is controlled, where the lowest number suffers from the effects. This mind control lasts for 2d6 combat rounds, where each round the controlled victim performs attacks on themselves. (STR:45 / DEX:62 / LCK:29 / CON:200 / INT:28 / CHR:36) The areas they dwell are the snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.

Lich
Type: Undead MR: 340 Dice: 35 + 170 #App: 1 Size: M Move: 60`
Only magical weapons or spells can affect these undead wizards...which were once living wizards but their search for power and immortality brought them to this. They will unleash a magical spell if they roll a '6' at least 12x with their attack. This magic will take one of 6 forms on a single opponent. Each target that gets damaged from the attack rolls 1 die to determine which one is affected, where the lowest number suffers from the effects. To determine which spell, roll 1 die (1-Disintegrates and dies; 2-Scared and runs away for 3d6 combat rounds; 3-Turns to solid crystal and dies; 4-Sleep for 3d6 combat rounds; 5-Flamed for 3d6 points of damage; 6-Charms where they attack friends for 3d6 combat rounds). A L12SR vs. LCK can be made to avoid the effects. (STR:40 / DEX:69 / LCK:97 / CON:340 / INT:54 / CHR:65) The areas they dwell are the dungeons. They are able to speak Common, Undead, and Wizard Speech.
 

Lich, Ancient
Type: Undead MR: 520 Dice: 53 + 260 #App: 1 Size: M Move: 60`
Only magical weapons or spells can affect these undead wizards...which were once living wizards but their search for power and immortality brought them to this. They will unleash a magical spell if they roll a '6' at least 18x with their attack. This magic will take one of 6 forms on a single opponent. Each target that gets damaged from the attack rolls 1 die to determine which one is affected, where the lowest number suffers from the effects. To determine which spell, roll 1 die (1-Disintegrates and dies; 2-Scared and runs away for 4d6 combat rounds; 3-Turns to solid crystal and dies; 4-Sleep for 4d6 combat rounds; 5-Flamed for 4d6 points of damage; 6-Charms where they attack friends for 4d6 combat rounds). A L20SR vs. LCK can be made to avoid the effects. (STR:55 / DEX:99 / LCK:142 / CON:520 / INT:74 / CHR:86) The areas they dwell are the dungeons. They are able to speak Common, Undead, and Wizard Speech.

Lion
Type: Animal MR: 170 Dice: 18 + 85 #App: 1-12 Size: L Move: 120`
(STR:40 / DEX:55 / LCK:26 / CON:170 / INT:20 / CHR:28) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.

Lion, Mountain
Type: Animal MR: 120 Dice: 13 + 60 #App: 1-2 Size: M Move: 150`
(STR:32 / DEX:42 / LCK:22 / CON:120 / INT:15 / CHR:22) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, hills, mountains, plains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Feline.

Lion, Spotted
Type: Animal MR: 190 Dice: 20 + 95 #App: 1-8 Size: L Move: 120`
(STR:44 / DEX:60 / LCK:28 / CON:190 / INT:22 / CHR:30) The areas they dwell are the snowy mountains, snowy plains, dungeons, deserts, mountains, plains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.

Lion, Winged
Type: Beast MR: 220 Dice: 23 + 110 #App: 1 Size: L (5`) Move: 150`/Fly 90`
They will use their roar if they roll a '6' at least 8x with their attack. This will cause the victim to suffer a negative 2d6 to STR unless they can make a L9SR vs. LCK. A L9SR vs. DEX can also be made to see if ears are covered in time. (STR:49 / DEX:67 / LCK:30 / CON:220 / INT:27 / CHR:36) The areas they dwell are the dungeons, and jungle/tropical mountains. They are able to speak Feline.

Lizard, Fire
Type: Reptile MR: 270 Dice: 28 + 135 #App: 1-4 Size: L (30`) Move: 90`
They will use their fire breath if they roll a '6' at least 10x with their attack. This breath will automatically do 2d6 points of damage to a single target in front of the creature unless the targets can make a L10SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. (STR:80 / DEX:57 / LCK:35 / CON:270 / INT:28 / CHR:38) The areas they dwell are the dungeons, mountains, and jungle/tropical mountains. They are able to speak Saurian.

Lizard, Giant
Type: Reptile MR: 130 Dice: 14 + 65 #App: 1-12 Size: L (15`) Move: 150`
(STR:45 / DEX:34 / LCK:23 / CON:130 / INT:1 / CHR:8) The areas they dwell are the dungeons, forests, plains, swamps, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
 

Lizard, Ice
Type: Reptile MR: 170 Dice: 18 + 85 #App: 1-4 Size: S (3`) Move: 90`
They will use their ice breath if they roll a '6' at least 6x with their attack. This breath will automatically do 1d6 points of damage to a single target in front of the creature unless the targets can make a L4SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. Anyone suffering from the breath also misses their next combat round as they get the ice off. (STR:55 / DEX:40 / LCK:26 / CON:170 / INT:21 / CHR:28) The areas they dwell are the snowy hills, snowy mountains, and dungeons. They are able to speak Saurian.

Lizard, Stone
Type: Reptile MR: 190 Dice: 20 + 95 #App: 1-2 Size: M-L (5-12`) Move: 60`
There is only a 1 in 6 chance that these lizards will be noticed by those passing by, often giving this creature a surprise attack. (STR:60 / DEX:44 / LCK:28 / CON:190 / INT:20 / CHR:28) The areas they dwell are the snowy hills, snowy mountains, dungeons, deserts, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Saurian.

Lizard, Subterranean
Type: Reptile MR: 170 Dice: 18 + 85 #App: 1-6 Size: L (20`) Move: 120`
This lizard is able to walk on walls and ceilings. (STR:55 / DEX:40 / LCK:26 / CON:170 / INT:1 / CHR:9) The areas they dwell are the dungeons. They are able to speak Saurian.

Lycanthrope, Werebear
Type: Humanoid MR: 240 Dice: 25 + 120 #App: 1-4 Size: L Move: 90`
These creatures can only be harmed by magical or silver weapons. Spells can harm them as well. Their bite will inflict disease if they roll a '6' at least 9x with their attack. This disease will cause the victim to become a werebear themselves, unless they can make a L8SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. (STR:72 / DEX:32 / LCK:52 / CON:240 / INT:40 / CHR:49) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, and swamps. They are able to speak Common, and Ursine.

Lycanthrope, Wereboar
Type: Humanoid MR: 180 Dice: 19 + 90 #App: 1-8 Size: L Move: 120`
These creatures can only be harmed by magical or silver weapons. Spells can harm them as well. Their bite will inflict disease if they roll a '6' at least 7x with their attack. This disease will cause the victim to become a wereboar themselves, unless they can make a L6SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. (STR:57 / DEX:27 / LCK:42 / CON:180 / INT:26 / CHR:34) The areas they dwell are the snowy forests, snowy hills, snowy plains, deserts, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Common, and Porker.

Lycanthrope, Wererat
Type: Humanoid MR: 120 Dice: 13 + 60 #App: 1-16 Size: S-M Move: 120`
These creatures can only be harmed by magical or silver weapons. Spells can harm them as well. Their bite will inflict disease if they roll a '6' at least 5x with their attack. This disease will cause the victim to become a wererat themselves, unless they can make a L4SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. (STR:22 / DEX:32 / LCK:42 / CON:120 / INT:24 / CHR:31) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, and swamps. They are able to speak Common, and Rodent.

Lycanthrope, Weretiger
Type: Humanoid MR: 210 Dice: 22 + 105 #App: 1-6 Size: L Move: 120`
These creatures can only be harmed by magical or silver weapons. Spells can harm them as well. Their bite will inflict disease if they roll a '6' at least 8x with their attack. This disease will cause the victim to become a weretiger themselves, unless they can make a L7SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. (STR:30 / DEX:65 / LCK:47 / CON:210 / INT:29 / CHR:37) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, and Feline.
 

Lycanthrope, Werewolf
Type: Humanoid MR: 150 Dice: 16 + 75 #App: 1-12 Size: M Move: 150`
These creatures can only be harmed by magical or silver weapons. Spells can harm them as well. Their bite will inflict disease if they roll a '6' at least 6x with their attack. This disease will cause the victim to become a werewolf themselves, unless they can make a L5SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. (STR:50 / DEX:37 / LCK:25 / CON:150 / INT:23 / CHR:30) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine, and Common.

Lynx, Giant
Type: Animal MR: 100 Dice: 11 + 50 #App: 1-4 Size: M Move: 120`
(STR:29 / DEX:37 / LCK:20 / CON:100 / INT:14 / CHR:20) The areas they dwell are the snowy forests, snowy hills, snowy mountains, and snowy plains. They are able to speak Feline.

Mammoth
Type: Animal MR: 310 Dice: 32 + 155 #App: 1-12 Size: L (10-14`) Move: 120`
(STR:90 / DEX:38 / LCK:64 / CON:310 / INT:34 / CHR:45) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, and swamps. They are able to speak Pachyderm.

Man, Bandit
Type: Humanoid MR: 60 Dice: 7 + 30 #App: 1-20 Size: M Move: 120`
(STR:27 / DEX:22 / LCK:17 / CON:60 / INT:16 / CHR:21) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common.

Man, Berserker
Type: Humanoid MR: 130 Dice: 14 + 65 #App: 1-20 Size: M Move: 120`
(STR:45 / DEX:34 / LCK:23 / CON:130 / INT:23 / CHR:30) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common.

Man, Caveman
Type: Humanoid MR: 70 Dice: 8 + 35 #App: 1-20 Size: M Move: 120`
(STR:30 / DEX:24 / LCK:18 / CON:70 / INT:14 / CHR:20) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common.

Man, Merchant
Type: Humanoid MR: 60 Dice: 7 + 30 #App: 1-20 Size: M Move: 120`
(STR:17 / DEX:22 / LCK:27 / CON:60 / INT:19 / CHR:24) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, swamps, and oceans. They are able to speak Common.
 

Man, Nomad
Type: Humanoid MR: 60 Dice: 7 + 30 #App: 1-20 Size: M Move: 120`
(STR:22 / DEX:27 / LCK:17 / CON:60 / INT:16 / CHR:21) The areas they dwell are the snowy plains, deserts, and plains. They are able to speak Common.

Man, Pilgrim
Type: Humanoid MR: 60 Dice: 7 + 30 #App: 1-20 Size: M Move: 120`
(STR:17 / DEX:27 / LCK:22 / CON:60 / INT:16 / CHR:21) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common.

Man, Pirate
Type: Humanoid MR: 60 Dice: 7 + 30 #App: 1-20 Size: M Move: 120`
(STR:27 / DEX:17 / LCK:22 / CON:60 / INT:16 / CHR:21) The areas they dwell are the swamps, oceans, and jungle/tropical swamps. They are able to speak Common.

Man, Tribe
Type: Humanoid MR: 70 Dice: 8 + 35 #App: 1-20 Size: M Move: 120`
(STR:30 / DEX:24 / LCK:18 / CON:70 / INT:14 / CHR:20) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Common.

Man-Jackal
Type: Beast MR: 140 Dice: 15 + 70 #App: 1-4 Size: S (M) Move: 120`
These humanoid jackals will often assume the form of a human and use their gaze to cause a victim to fall asleep for an hour. If the victim is unaware of the true nature of the creature, they will have to make a L4SR vs. INT or they will fall unconscious. Once this happens, they will be eaten by the creature. They can only be harmed by magical weapons or spells. (STR:35 / DEX:47 / LCK:24 / CON:140 / INT:26 / CHR:33) The areas they dwell are the dungeons, deserts, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Canine.

Man-Plant
Type: Plant MR: 280 Dice: 29 + 140 #App: 1-3 Size: L Move: 60`
This humanoid mass of twigs and vines will use their slimy vines if they roll a '6' at least 10x with their attack. These vines will wrap around the head of a victim for 2d6 combat rounds unless they can make a L9SR vs. STR. Each target that gets damaged from the attack rolls 1 die to determine which one is wrapped, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. Anyone wrapped in the vines cannot attack, but they may make another L9SR vs. STR each combat round to see if they break free. (STR:35 / DEX:59 / LCK:82 / CON:280 / INT:33 / CHR:42) The areas they dwell are the dungeons, swamps, and jungle/tropical swamps. They are able to speak Plant.

Man-Wolf
Type: Beast MR: 190 Dice: 20 + 95 #App: 1-3 Size: M Move: 150`
These humanoid wolves will often assume the form of a human to attempt to sneak up on prey. They will often dress as a bard and play a song that will make everyone lethargic unless they can make a L6SR vs. INT. Once discovered as their true nature, they stop playing the song and attack. The lethargy lasts for about an hour, where everyone affected reduce their combat dice by half (rounded up). (STR:44 / DEX:60 / LCK:28 / CON:190 / INT:35 / CHR:43) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.
 

Manta-Ray
Type: Animal MR: 220 Dice: 23 + 110 #App: 1 Size: L Move: Swim 180`
They will use their poison stinger tail if they roll a '6' at least 8x with their attack. This poison will cause the target to become paralyzed unless they can make a L9SR vs. CON. This paralysis lasts for 2d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:30 / DEX:67 / LCK:49 / CON:220 / INT:1 / CHR:10) The areas they dwell are the oceans. They are able to speak Fish.

Manta-Ray, Fanged
Type: Monster MR: 80 Dice: 9 + 40 #App: 1-20 Size: M Move: 120`
This intelligent manta-ray creature will use their healing magic if they roll a '6' at least 3x with their attack, healing themselves 10 points of damage. (STR:19 / DEX:32 / LCK:25 / CON:80 / INT:19 / CHR:25) The areas they dwell are the oceans. They are able to speak Fish.

Manta-Ray, Flying
Type: Beast MR: 50 Dice: 6 + 25 #App: 1-3 Size: S Move: Fly 180`
(STR:16 / DEX:25 / LCK:20 / CON:50 / INT:6 / CHR:12) The areas they dwell are the snowy forests, snowy mountains, dungeons, forests, mountains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Fish.

Mantaran
Type: Insect MR: 190 Dice: 20 + 95 #App: 1-12 Size: M (6`) Move: 180`
These insect-like humanoids look similar to an ant and is black in color. (STR:28 / DEX:60 / LCK:44 / CON:190 / INT:33 / CHR:41) The areas they dwell are the dungeons. They are able to speak Common, Insect, and Mantaran.

Manticore
Type: Beast MR: 200 Dice: 21 + 100 #App: 1-4 Size: L Move: 120`/Fly 180`
(STR:62 / DEX:45 / LCK:29 / CON:200 / INT:25 / CHR:33) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Manticore.

Mantis, Giant
Type: Insect MR: 270 Dice: 28 + 135 #App: 1 Size: L (12`) Move: 60`/Fly 120`
There is only a 1 in 6 chance that these large insects will be noticed by those passing by, often giving this creature a surprise attack. (STR:35 / DEX:80 / LCK:57 / CON:270 / INT:1 / CHR:11) The areas they dwell are the forests, hills, jungle/tropical forests, and jungle/tropical hills. They are able to speak Insect.

Mastodon
Type: Animal MR: 280 Dice: 29 + 140 #App: 1-12 Size: L (10`) Move: 150`
(STR:82 / DEX:35 / LCK:59 / CON:280 / INT:31 / CHR:42) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, and swamps. They are able to speak Pachyderm.
 

Medusa
Type: Monster MR: 170 Dice: 18 + 85 #App: 1-3 Size: M Move: 90`
They will use their magic gaze if they roll a '6' at least 6x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L6SR vs. LCK. A L6SR vs. DEX can also be made instead to maybe look away in time. (STR:26 / DEX:55 / LCK:40 / CON:170 / INT:29 / CHR:37) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common.

Mermen
Type: Humanoid MR: 70 Dice: 8 + 35 #App: 1-20 Size: M Move: 10`/Swim 180`
(STR:24 / DEX:30 / LCK:18 / CON:70 / INT:17 / CHR:23) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish, and Mermen.

Minotaur
Type: Beast MR: 180 Dice: 19 + 90 #App: 1-8 Size: L Move: 120`
(STR:57 / DEX:27 / LCK:42 / CON:180 / INT:23 / CHR:31) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Minotaur, Ogrish, Orkish, and Trollish.

Monkey, Vile
Type: Monster MR: 160 Dice: 17 + 80 #App: 1-12 Size: M Move: 90`
These demonic monkeys are quick and hard to hit. Any opponents must discard one of their highest rolled combat dice when fighting it. (STR:25 / DEX:52 / LCK:39 / CON:160 / INT:24 / CHR:32) The areas they dwell are the dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Simian.

Morlock
Type: Monster MR: 90 Dice: 10 + 45 #App: 1-20 Size: M Move: 120`
They can see perfectly in non-magical darkness. Any really bright lights will cause them to subtract 2 dice from their combat rolls. (STR:35 / DEX:27 / LCK:20 / CON:90 / INT:17 / CHR:23) The areas they dwell are the dungeons. They are able to speak Goblin.

Muck Man
Type: Beast MR: 40 Dice: 5 + 20 #App: 1-12 Size: S (4`) Move: 30`
These humanoid forms of mud are immune to spells and can only be harmed by magical weapons. They will throw mud if they roll a '6' at least 2x with their attack. This mud will cause the victim be covered in mud unless they can make a L2SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is muddied, where the lowest number gets covered. Anyone covered in mud must miss the next combat round to at least clear mud out from the eyes. (STR:22 / DEX:15 / LCK:19 / CON:40 / INT:1 / CHR:7) The areas they dwell are the dungeons, rivers/lakes, swamps, and jungle/tropical swamps.

Mule
Type: Animal MR: 90 Dice: 10 + 45 #App: 1 Size: L Move: 120`
(STR:27 / DEX:20 / LCK:35 / CON:90 / INT:12 / CHR:18) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.
 

Mummy
Type: Undead MR: 210 Dice: 22 + 105 #App: 1-8 Size: M Move: 60`
These creatures will emit an aura of fear if they roll a '6' at least 8x with their attack, causing targets to flee in terror unless they can make a L7SR vs. INT. This fear lasts for 2d6 combat rounds. They can only be harmed by magical weapons or spells. (STR:65 / DEX:30 / LCK:47 / CON:210 / INT:26 / CHR:34) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.

Mushroom Man
Type: Plant MR: 60 Dice: 7 + 30 #App: 1-12 Size: S-L (2` per HD) Move: 90`
They will release spores if they roll a '6' at least 3x with their attack. These spores will cause the victim to suffer a negative 1d6 to STR and DEX due to turning bloated and purple unless they can make a L3SR vs. CON. These spores will have an effect for an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:17 / DEX:22 / LCK:27 / CON:60 / INT:14 / CHR:20) The areas they dwell are the dungeons. They are able to speak Plant.

Mushroom, Purple
Type: Plant MR: 90 Dice: 10 + 45 #App: 1-4 Size: S-M Move: 10`
These mushrooms will use their poison if they roll a '6' at least 4x with their attack. This poison will cause the victim to rot away unless they can make a L3SR vs. CON. This process takes 10 combat rounds before the victim dies, which they can never be resurrected. It is able to be cured by magical means. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. If anyone touches these mushrooms, they may suffer the same fate. (STR:20 / DEX:27 / LCK:35 / CON:90 / INT:1 / CHR:7) The areas they dwell are the dungeons. They are able to speak Plant.

Mushroom, Screaming
Type: Plant MR: 90 Dice: 10 + 45 #App: 1-8 Size: S-L Move: 10`
Anyone that gets close to these odd mushrooms will cause them to emit a very loud screaming sound, which may attract nearby monsters. (STR:20 / DEX:27 / LCK:35 / CON:90 / INT:1 / CHR:7) The areas they dwell are the dungeons. They are able to speak Plant.

Naga, Guardian
Type: Monster MR: 310 Dice: 32 + 155 #App: 1-2 Size: L (20`) Move: 150`
Their bite will be poisonous if they roll a '6' at least 11x with their attack. This poison will cause the victim to die unless they can make a L12SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:38 / DEX:90 / LCK:64 / CON:310 / INT:47 / CHR:58) The areas they dwell are the snowy forests, snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Naga.

Naga, Spirit
Type: Monster MR: 240 Dice: 25 + 120 #App: 1-3 Size: L (15`) Move: 120`
Their bite will be poisonous if they roll a '6' at least 9x with their attack. This poison will cause the victim to die unless they can make a L9SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:32 / DEX:72 / LCK:52 / CON:240 / INT:38 / CHR:47) The areas they dwell are the snowy forests, snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Naga.

Naga, Water
Type: Monster MR: 210 Dice: 22 + 105 #App: 1-4 Size: M (10`) Move: 90`/Swim 180`
Their bite will be poisonous if they roll a '6' at least 8x with their attack. This poison will cause the victim to die unless they can make a L8SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:30 / DEX:65 / LCK:47 / CON:210 / INT:33 / CHR:42) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Naga.
 

Narwhale
Type: Animal MR: 140 Dice: 15 + 70 #App: 1-6 Size: L Move: Swim 210`
(STR:47 / DEX:24 / LCK:35 / CON:140 / INT:15 / CHR:22) The areas they dwell are the oceans. They are able to speak Cetacean.

Neptar
Type: Humanoid MR: 80 Dice: 9 + 40 #App: 1-20 Size: M Move: 120`/Swim 180`
These humanoid fish-men live in the oceans of the world. They can come onto land whenever they feel the need, which is usually to pillage coastal settlements. (STR:25 / DEX:32 / LCK:19 / CON:80 / INT:20 / CHR:26) The areas they dwell are the oceans. They are able to speak Common, Fish, and Neptar.

Nereid
Type: Fey MR: 80 Dice: 9 + 40 #App: 1-4 Size: M Move: 120`
These water female creatures will charm a male victim if they roll a '6' at least 3x with their attack. This charm will last forever unless they can make a L4SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is affected with the charm, where the lowest number suffers from the effects. Anyone charmed will be taken as a husband while a water breathing spell is cast on them to allow them to live underwater. The charm is broken if the nereid were killed or the nereid release them voluntarily. If the target is a not male, then they will instead suffer from blindness for 1d6 combat rounds where they can only use half of their combat dice (rounded up). (STR:19 / DEX:25 / LCK:32 / CON:80 / INT:20 / CHR:27) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Any.

Nixie
Type: Fey MR: 40 Dice: 5 + 20 #App: 1-20 Size: S (4`) Move: 60`/Swim 120`
These water sprites will charm a victim if they roll a '6' at least 2x with their attack. This charm will last forever unless they can make a L1SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is affected with the charm, where the lowest number suffers from the effects. Anyone charmed will be taken as a slave while a water breathing spell is cast on them to allow them to live underwater. The charm is broken if the nixie were killed or the nixie release them voluntarily. (STR:15 / DEX:19 / LCK:22 / CON:40 / INT:16 / CHR:21) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Any.

Nymph
Type: Fey MR: 70 Dice: 8 + 35 #App: 1-4 Size: M Move: 120`
Although friendly by nature, anyone attacking these beautiful female-looking creatures may suffer a horrible fate. They will undress if they roll a '6' at least 3x with their attack. Anyone looking upon them naked will die unless they can make a L3SR vs. LCK. A L3SR vs. DEX can also be made instead to maybe look away in time. (STR:18 / DEX:24 / LCK:30 / CON:70 / INT:23 / CHR:29) The areas they dwell are the snowy forests, snowy hills, snowy mountains, rivers/lakes, forests, hills, mountains, oceans, jungle/tropical forests, and jungle/tropical hills. They are able to speak Fey.

Octopus, Giant
Type: Animal MR: 190 Dice: 20 + 95 #App: 1-3 Size: L Move: 30`/Swim 120`
(STR:44 / DEX:60 / LCK:28 / CON:190 / INT:20 / CHR:29) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.

Ogre
Type: Giant MR: 150 Dice: 16 + 75 #App: 1-12 Size: L (8`) Move: 90`
(STR:50 / DEX:37 / LCK:25 / CON:150 / INT:20 / CHR:27) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Ogrish.
 

Ogre Mage
Type: Giant MR: 180 Dice: 19 + 90 #App: 1-6 Size: L (10.5`) Move: 90`/Fly 150`
These ogres have magical abilities that they use whenever the need arises. They can fly or turn to smoke. They can appear to be a human if they wish. (STR:57 / DEX:27 / LCK:42 / CON:180 / INT:33 / CHR:41) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Ogrish.

Ogre, Sea
Type: Giant MR: 160 Dice: 17 + 80 #App: 1-14 Size: L (9`) Move: 60`/Swim 120`
These ogres live under the sea and are covered in blue scales. They will always gain the surprise when underwater, but not when they come on land. (STR:52 / DEX:39 / LCK:25 / CON:160 / INT:23 / CHR:30) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Ogrish.

Oozing Man
Type: Slime MR: 180 Dice: 19 + 90 #App: 1-2 Size: M Move: 60`
This creature takes on a humanoid shape but is made completely of a dark red slime. If they roll a '6' at least 7x with their attack, they will cover a random metal object (worn or equipped by a target in front of them) with this slime. Each target that gets damaged from the attack rolls 1 die to determine which one has their metal item covered, where the lowest number is slimed. If the metal object is not magical, it dissolves instantly into a puddle of goo that the creature would then consume. If the item is magical, then it has a 1 in 6 chance of being dissolved. This slime does not have this effect on any other substance. (STR:27 / DEX:42 / LCK:57 / CON:180 / INT:19 / CHR:26) The areas they dwell are the dungeons.

Orke
Type: Humanoid MR: 60 Dice: 7 + 30 #App: 1-20 Size: M (6`+) Move: 90`
(STR:27 / DEX:22 / LCK:17 / CON:60 / INT:13 / CHR:18) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Goblin, Ogrish, and Orkish.

Ostryx
Type: Animal MR: 100 Dice: 11 + 50 #App: 1-6 Size: L (7`+) Move: 180`
These large birds cannot fly but run on their two legs and attack with a powerful beak. (STR:20 / DEX:37 / LCK:29 / CON:100 / INT:11 / CHR:17) The areas they dwell are the forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Avian.

Otter
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-4 Size: S Move: 120`/Swim 180`
(STR:18 / DEX:24 / LCK:30 / CON:70 / INT:8 / CHR:13) The areas they dwell are the rivers/lakes. They are able to speak Ursine.

Otter, Giant
Type: Animal MR: 150 Dice: 16 + 75 #App: 1-5 Size: L Move: 90`/Swim 180`
(STR:25 / DEX:37 / LCK:50 / CON:150 / INT:18 / CHR:25) The areas they dwell are the rivers/lakes. They are able to speak Ursine.
 

Owl
Type: Animal MR: 70 Dice: 8 + 35 #App: 1 Size: S (4-5`) Move: 10`/Fly 270`
(STR:18 / DEX:30 / LCK:24 / CON:70 / INT:8 / CHR:13) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.

Owl Beast
Type: Beast MR: 170 Dice: 18 + 85 #App: 1-5 Size: L (8`) Move: 120`
These creatures look like an ogre covered in reddish orange feathers and with huge claws. They have a head similar to an owl, with a powerful beak. (STR:55 / DEX:40 / LCK:26 / CON:170 / INT:22 / CHR:30) The areas they dwell are the snowy forests, dungeons, forests, mountains, and swamps. They are able to speak Avian.

Owl, Giant
Type: Animal MR: 120 Dice: 13 + 60 #App: 1-5 Size: M Move: 30`/Fly 180`
(STR:22 / DEX:42 / LCK:32 / CON:120 / INT:16 / CHR:23) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.

Pegasus
Type: Beast MR: 120 Dice: 13 + 60 #App: 1-10 Size: L Move: 240`/Fly 480`
(STR:22 / DEX:42 / LCK:32 / CON:120 / INT:20 / CHR:27) The areas they dwell are the snowy forests, snowy mountains, rivers/lakes, deserts, forests, hills, mountains, oceans, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Equine.

Peryton
Type: Beast MR: 110 Dice: 12 + 55 #App: 1-8 Size: M Move: 120`/Fly 210`
These creatures have the head, neck, forelegs and antlers of a stag, combined with the plumage, wings and hindquarters of a large bird. They can only be harmed by magical weapons or spells. (STR:30 / DEX:40 / LCK:21 / CON:110 / INT:19 / CHR:26) The areas they dwell are the snowy hills, snowy mountains, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Avian, and Bovine.

Phantom
Type: Undead MR: 80 Dice: 9 + 40 #App: 1 Size: M Move: 90`
These creatures will produce a scary illusion if they roll a '6' at least 3x with their attack, causing targets to flee in terror unless they can make a L1SR vs. INT. This fear lasts for 1d6 combat rounds. They can only be harmed by magical weapons or spells. (STR:19 / DEX:25 / LCK:32 / CON:80 / INT:1 / CHR:6) The areas they dwell are the dungeons, swamps, and jungle/tropical swamps. They are able to speak Undead.

Phoenix
Type: Planar MR: 530 Dice: 54 + 265 #App: 1-4 Size: M Move: 60`/Fly 390`
This flaming bird will flap their fire wings if they roll a '6' at least 18x with their attack. This flame will automatically do 4d6 points of damage to everyone near the phoenix unless the targets can make a L20SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. If slain, the phoenix will turn into a pile of ash. If left alone, the phoenix will rise from those ashes the next day. If separated, they will not. The ashes can be sold to alchemists for very good price. (STR:56 / DEX:145 / LCK:100 / CON:530 / INT:71 / CHR:86) The areas they dwell are the snowy forests, snowy plains, forests, plains, and jungle/tropical forests. They are able to speak Avian.
 

Pike, Giant
Type: Animal MR: 130 Dice: 14 + 65 #App: 1-8 Size: L (9-14`) Move: Swim 360`
(STR:23 / DEX:45 / LCK:34 / CON:130 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes. They are able to speak Fish.

Pixie
Type: Fey MR: 60 Dice: 7 + 30 #App: 1-8 Size: S (2.5`) Move: 60`/Fly 120`
Pixies always gain the surprise. They will use their special ability if they roll a '6' at least 3x with their attack. Roll 1 die to determine the ability. A roll of 1-3 means their sleeping toxin on their weapon hits someone. This toxin will make the victim fall asleep for 1d6 combat rounds unless they can make a L1SR vs. CON. If there are no more awake opponents, the pixie will steal all of the possessions of the victim(s). On a roll of 4-6, they will turn invisible. This happens before the start of the next combat round and will let the sprite get a free attack as though it got the surprise. The invisibility only lasts for one combat round, which they will reappear. (STR:17 / DEX:22 / LCK:27 / CON:60 / INT:22 / CHR:27) The areas they dwell are the snowy forests, forests, and jungle/tropical forests. They are able to speak Elven, and Fey.

Plant, Whipper
Type: Plant MR: 100 Dice: 11 + 50 #App: 1-2 Size: Varies Move: 30`
This plant whips its vines around to attack, where it can only be truly killed if the roots are destroyed. (STR:20 / DEX:29 / LCK:37 / CON:100 / INT:13 / CHR:19) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Plant.

Poltergeist
Type: Undead MR: 10 Dice: 2 + 5 #App: 1-8 Size: M Move: 60`
These undead spirits always stay in the same place and are always invisible. This causes anyone attacking them to only use half of their combat dice (rounded up). If the poltergeist were to roll a '6' at least 1x with their attack, they will cause a target to flee in terror for 1d6 combat rounds unless they can make a L1SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is scared, where the lowest number flees. (STR:13 / DEX:14 / LCK:15 / CON:10 / INT:6 / CHR:11) The areas they dwell are the snowy forests, snowy mountains, dungeons, deserts, and swamps. They are able to speak Undead.

Pony
Type: Animal MR: 70 Dice: 8 + 35 #App: 1 Size: L Move: 120`
(STR:24 / DEX:18 / LCK:30 / CON:70 / INT:8 / CHR:14) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.

Porcupine, Giant
Type: Animal MR: 170 Dice: 18 + 85 #App: 1-2 Size: L Move: 60`
They will shoot their quills if they roll a '6' at least 6x with their attack. These quills will automatically do 2d6 points of damage to everyone near the porcupine unless the targets can make a L6SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:26 / DEX:40 / LCK:55 / CON:170 / INT:18 / CHR:26) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, forests, hills, mountains, plains, and swamps. They are able to speak Rodent.

Ram
Type: Animal MR: 80 Dice: 9 + 40 #App: 1-6 Size: M Move: 150`
(STR:25 / DEX:32 / LCK:19 / CON:80 / INT:9 / CHR:15) The areas they dwell are the snowy hills, snowy mountains, snowy plains, deserts, hills, mountains, and plains. They are able to speak Bovine.
 

Ram, Giant
Type: Animal MR: 120 Dice: 13 + 60 #App: 1-8 Size: L (6`) Move: 150`
(STR:32 / DEX:42 / LCK:22 / CON:120 / INT:13 / CHR:20) The areas they dwell are the snowy hills, snowy mountains, hills, and mountains. They are able to speak Bovine.

Rat
Type: Animal MR: 20 Dice: 3 + 10 #App: 1-20 Size: S Move: 120`
(STR:14 / DEX:15 / LCK:17 / CON:20 / INT:3 / CHR:8) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.

Rat, Giant
Type: Animal MR: 40 Dice: 5 + 20 #App: 1-12 Size: S Move: 90`
(STR:15 / DEX:19 / LCK:22 / CON:40 / INT:1 / CHR:6) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.

Rattanu
Type: Humanoid MR: 130 Dice: 14 + 65 #App: 1-16 Size: S-M Move: 120`
These humanoid rats often live in abandoned buildings or under the city streets. They can fit through spaces that are just a tad too small for a human to fit though. (STR:23 / DEX:45 / LCK:34 / CON:130 / INT:25 / CHR:32) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, and swamps. They are able to speak Goblin, Rattanu, and Rodent.

Raven
Type: Animal MR: 40 Dice: 5 + 20 #App: 1-16 Size: S (2-4`) Move: 10`/Fly 360`
(STR:15 / DEX:22 / LCK:19 / CON:40 / INT:5 / CHR:10) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.

Raven, Giant
Type: Animal MR: 140 Dice: 15 + 70 #App: 1-12 Size: M-L (6-10`) Move: 30`/Fly 180`
(STR:24 / DEX:47 / LCK:35 / CON:140 / INT:18 / CHR:25) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.

Raven, Huge
Type: Animal MR: 60 Dice: 7 + 30 #App: 1-8 Size: M (4-6`) Move: 10`/Fly 270`
(STR:17 / DEX:27 / LCK:22 / CON:60 / INT:9 / CHR:14) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
 

Revenant
Type: Undead MR: 160 Dice: 17 + 80 #App: 1 Size: M Move: 90`
These undead creatures are those that risen to seek revenge on those that killed them. They will often leave others alone unless attacked. (STR:52 / DEX:25 / LCK:39 / CON:160 / INT:32 / CHR:41) The areas they dwell are the snowy forests, snowy hills, dungeons, and swamps. They are able to speak Common, and Undead.

Rhinoceros
Type: Animal MR: 220 Dice: 23 + 110 #App: 1-6 Size: L Move: 120`
(STR:67 / DEX:30 / LCK:49 / CON:220 / INT:23 / CHR:32) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Pachyderm.

Rhinoceros, Woolly
Type: Animal MR: 290 Dice: 30 + 145 #App: 1-4 Size: L Move: 120`
(STR:85 / DEX:36 / LCK:60 / CON:290 / INT:30 / CHR:41) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Pachyderm.

Roc
Type: Beast MR: 420 Dice: 43 + 210 #App: 1-2 Size: L (60`+) Move: 30`/Fly 300`
(STR:117 / DEX:82 / LCK:47 / CON:420 / INT:43 / CHR:57) The areas they dwell are the jungle/tropical mountains. They are able to speak Avian.

Rock Tentacle
Type: Monster MR: 220 Dice: 23 + 110 #App: 1 Size: M Move: 10`
These rocky, stalagmite looking creatures will attack with their 4 tentacles. They will use their tentacle spikes if they roll a '6' at least 8x with their attack. These spikes will cause the victim to suffer 2d6 points of damage unless they can make a L6SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is hit with spikes, where the lowest number suffers from the effects. (STR:67 / DEX:49 / LCK:30 / CON:220 / INT:36 / CHR:44) The areas they dwell are the snowy hills, snowy mountains, dungeons, mountains, jungle/tropical hills, and jungle/tropical mountains.

Sabretooth Tiger
Type: Animal MR: 200 Dice: 21 + 100 #App: 1-2 Size: L Move: 120`
(STR:45 / DEX:62 / LCK:29 / CON:200 / INT:21 / CHR:30) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.

Satyr
Type: Fey MR: 150 Dice: 16 + 75 #App: 1-8 Size: M Move: 180`
If they roll a '6' at least 6x with their attack, the satyr will play a song on their musical pipes. To determine which song, roll 1 die (1-Confusion:Characters attack each other; 2-Sleep:Characters pass out for 1d6 combat rounds; 3-Soothing:Characters stop fighting for 1d6 combat rounds; 4-Fear:Characters run away in terror for 1d6 combat rounds; 5-Relax:Characters begin to remove all equipment and clothing, dropping it to the ground where they will miss the next combat round picking it all up; 6-Sadness:Characters begin to cry for 1d6 combat rounds where the tears cause them to use only half of the combat dice[rounded up] during that time). This song will affect everyone near the satyr unless the targets can make a L5SR vs. INT. They can also choose to make a L5SR vs. DEX to see if they cover their ears in time. This song is in addition to any other damage during that round. (STR:25 / DEX:50 / LCK:37 / CON:150 / INT:27 / CHR:34) The areas they dwell are the hills. They are able to speak Common, Elven, and Fey.
 

Sauriman
Type: Reptile MR: 110 Dice: 12 + 55 #App: 1-20 Size: M (7`) Move: 60`/Swim 120`
These lizardmen often live in jungles and swamps. They have dark green to greenish-blue scales and are strictly carnivores. (STR:40 / DEX:30 / LCK:21 / CON:110 / INT:18 / CHR:24) The areas they dwell are the dungeons, rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Common, Saurian, and Sauriman.

Sauriman, Desert
Type: Reptile MR: 110 Dice: 12 + 55 #App: 1-20 Size: M Move: 90`
These orange scaled lizardmen will use their fire breath if they roll a '6' at least 4x with their attack. This breath will automatically do 1d6 points of damage to everyone in front of the lizard man unless the targets can make a L3SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:40 / DEX:30 / LCK:21 / CON:110 / INT:16 / CHR:22) The areas they dwell are the dungeons, deserts, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, Saurian, and Sauriman.

Scarecrow
Type: Construct MR: 140 Dice: 15 + 70 #App: 1-6 Size: M Move: 60`
The pumpkin head of this scarecrow will use a magic gaze if they roll a '6' at least 5x with their attack. This gaze will turn everyone looking at it into straw unless they can make a L5SR vs. LCK. A L5SR vs. DEX can also be made instead to maybe look away in time. (STR:35 / DEX:47 / LCK:24 / CON:140 / INT:1 / CHR:8) The areas they dwell are the dungeons.

Scorpion, Clockwork
Type: Construct MR: 120 Dice: 13 + 60 #App: 1 Size: L (9`) Move: 120`
This magically constructed scorpion can only be harmed by magical weapons. Spells do not harm them. Their sting will be poisonous if they roll a '6' at least 5x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:42 / DEX:32 / LCK:22 / CON:120 / INT:1 / CHR:6) The areas they dwell are the dungeons.

Scorpion, Giant
Type: Insect MR: 190 Dice: 20 + 95 #App: 1-4 Size: M Move: 150`
They will use their poison stinger if they roll a '6' at least 7x with their attack. This poison will cause the victim to die unless they can make a L6SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:28 / DEX:60 / LCK:44 / CON:190 / INT:1 / CHR:9) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Spider.

Scorpion, Huge
Type: Insect MR: 160 Dice: 17 + 80 #App: 1-4 Size: M Move: 120`
They will use their poison stinger if they roll a '6' at least 6x with their attack. This poison will cause the victim to die unless they can make a L5SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:25 / DEX:52 / LCK:39 / CON:160 / INT:1 / CHR:8) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Spider.

Scorpion, Large
Type: Insect MR: 110 Dice: 12 + 55 #App: 1-6 Size: S Move: 90`
They will use their poison stinger if they roll a '6' at least 4x with their attack. This poison will cause the victim to die unless they can make a L3SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:21 / DEX:40 / LCK:30 / CON:110 / INT:1 / CHR:7) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Spider.
 

Sea Folk
Type: Humanoid MR: 110 Dice: 12 + 55 #App: 1-20 Size: M-L Move: 120`/Swim 240`
These humanoid fish will throw a net if they roll a '6' at least 4x with their attack. This net will cause the victim to be immobilized unless they can make a L3SR vs. STR. Each target that gets damaged from the attack rolls 1 die to determine which one netted, where the lowest number is captured. (STR:21 / DEX:40 / LCK:30 / CON:110 / INT:25 / CHR:31) The areas they dwell are the oceans. They are able to speak Common, and Fish.

Sea Horse, Giant
Type: Animal MR: 90 Dice: 10 + 45 #App: 1-20 Size: L Move: 210`
(STR:20 / DEX:35 / LCK:27 / CON:90 / INT:12 / CHR:18) The areas they dwell are the oceans. They are able to speak Fish.

Sea Lion
Type: Beast MR: 170 Dice: 18 + 85 #App: 1-10 Size: L Move: 180`
(STR:40 / DEX:55 / LCK:26 / CON:170 / INT:20 / CHR:28) The areas they dwell are the oceans. They are able to speak Feline, and Fish.

Serpent, Flying
Type: Reptile MR: 230 Dice: 24 + 115 #App: 1-4 Size: M (12`) Move: 60`/Fly 180`
Their bite will be poisonous if they roll a '6' at least 8x with their attack. This poison will cause the victim to die unless they can make a L9SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:31 / DEX:70 / LCK:50 / CON:230 / INT:41 / CHR:50) The areas they dwell are the dungeons, and jungle/tropical hills. They are able to speak Serpentine.

Shade
Type: Undead MR: 140 Dice: 15 + 70 #App: 1-2 Size: As original creature Move: Unique
These creatures were once humanoids that were killed by the corruption of powerful dark magic. They now roam the world in a shadowy form that mimics their past form. They can only be harmed by magical weapons or spells. (STR:24 / DEX:35 / LCK:47 / CON:140 / INT:28 / CHR:34) The areas they dwell are the snowy mountains, snowy plains, dungeons, deserts, mountains, plains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.

Shadow
Type: Undead MR: 110 Dice: 12 + 55 #App: 1-12 Size: M Move: 120`
These shadowy creatures can only be harmed by magical weapons or spells. They will drain a victim of 1 STR point if they roll a '6' at least 4x with their attack. Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. (STR:21 / DEX:30 / LCK:40 / CON:110 / INT:16 / CHR:23) The areas they dwell are the snowy forests, snowy mountains, dungeons, forests, mountains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.

Shark
Type: Animal MR: 160 Dice: 17 + 80 #App: 1-10 Size: M-L Move: Swim 240`
(STR:39 / DEX:52 / LCK:25 / CON:160 / INT:1 / CHR:9) The areas they dwell are the oceans. They are able to speak Fish.
 

Shark, Land
Type: Monster MR: 240 Dice: 25 + 120 #App: 1-2 Size: L (9.5`) Move: 140`/Burrow 30`
(STR:72 / DEX:52 / LCK:32 / CON:240 / INT:25 / CHR:34) The areas they dwell are the deserts, forests, hills, and plains.

Shark, Megalodon
Type: Animal MR: 290 Dice: 30 + 145 #App: 1-3 Size: L Move: Swim 180`
(STR:60 / DEX:85 / LCK:36 / CON:290 / INT:1 / CHR:12) The areas they dwell are the oceans. They are able to speak Fish.

Shedu
Type: Beast MR: 260 Dice: 27 + 130 #App: 1-8 Size: L Move: 120`/Fly 240`
These magical creatures have a bull or lion body, eagle wings, and a human head. Only magical weapons or spells can harm them. (STR:55 / DEX:77 / LCK:34 / CON:260 / INT:42 / CHR:52) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Sphinx.

Shedu, Greater
Type: Beast MR: 380 Dice: 39 + 190 #App: 1-2 Size: L (6`) Move: 150`/Fly 300`
These magical creatures have a bull or lion body, eagle wings, and a human head. Only magical weapons or spells can harm them. (STR:75 / DEX:107 / LCK:44 / CON:380 / INT:58 / CHR:70) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Sphinx.

Skeletal Animal
Type: Undead MR: 40 Dice: 5 + 20 #App: 1-12 Size: S-M Move: 60`
(STR:19 / DEX:22 / LCK:15 / CON:40 / INT:1 / CHR:6) The areas they dwell are the dungeons, swamps, and jungle/tropical swamps.

Skeletal Knight
Type: Undead MR: 280 Dice: 29 + 140 #App: 1 Size: M Move: 60`
(STR:59 / DEX:82 / LCK:35 / CON:280 / INT:44 / CHR:54) The areas they dwell are the dungeons.

Skeletal Wizard
Type: Undead MR: 260 Dice: 27 + 130 #App: 1 Size: M Move: 60`
Only magical weapons or spells can affect these undead wizards...which were killed by their own magic causing them to roam the world in this fashion. They will unleash a magical spell if they roll a '6' at least 9x with their attack. This magic will take one of 6 forms on a single opponent. Each target that gets damaged from the attack rolls 1 die to determine which one is affected, where the lowest number suffers from the effects. To determine which spell, roll 1 die (1-Disintegrates and dies; 2-Scared and runs away for 2d6 combat rounds; 3-Turns to solid crystal and dies; 4-Sleep for 2d6 combat rounds; 5-Flamed for 2d6 points of damage; 6-Charms where they attack friends for 2d6 combat rounds). A L9SR vs. LCK can be made to avoid the effects. (STR:55 / DEX:77 / LCK:34 / CON:260 / INT:44 / CHR:53) The areas they dwell are the dungeons. They are able to speak Common, Undead, and Wizard Speech.
 

Skeleton
Type: Undead MR: 50 Dice: 6 + 25 #App: 1-20 Size: M Move: 120`
(STR:20 / DEX:25 / LCK:16 / CON:50 / INT:1 / CHR:6) The areas they dwell are the dungeons, swamps, and jungle/tropical swamps.

Skunk
Type: Animal MR: 30 Dice: 4 + 15 #App: 1-6 Size: S Move: 120`
They will squirt musk if they roll a '6' at least 2x with their attack. This musk will cause the victim to smell horribly unless they can make a L1SR vs. LCK or DEX. While they smell, they will not be welcome in any civilizations and often have to burn their clothes or destroy their armor. They can attempt to wash their armor or clothing, but it would take a full day to accomplish this. Each target that gets damaged from the attack rolls 1 die to determine which one is sprayed, where the lowest number stinks. (STR:15 / DEX:17 / LCK:20 / CON:30 / INT:4 / CHR:9) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.

Skunk, Giant
Type: Animal MR: 130 Dice: 14 + 65 #App: 1 Size: M Move: 90`
They will squirt musk if they roll a '6' at least 5x with their attack. This musk will cause the victim to smell horribly unless they can make a L5SR vs. LCK or DEX. While they smell, they will not be welcome in any civilizations and often have to burn their clothes or destroy their armor. They can attempt to wash their armor or clothing, but it would take a full day to accomplish this. Each target that gets damaged from the attack rolls 1 die to determine which one is sprayed, where the lowest number stinks. (STR:23 / DEX:34 / LCK:45 / CON:130 / INT:14 / CHR:21) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.

Slime, Green
Type: Slime MR: 100 Dice: 11 + 50 #App: 1 Size: L (10`) Move: 60`
They will use their poison slime if they roll a '6' at least 4x with their attack. This poison will cause the target to become paralyzed unless they can make a L4SR vs. CON. This paralysis lasts for 1 combat round. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effect. If there are no more opponents, then the slime will dissolve and consume the victims. (STR:20 / DEX:29 / LCK:37 / CON:100 / INT:1 / CHR:8) The areas they dwell are the dungeons, mountains, and jungle/tropical mountains.

Slitheran
Type: Reptile MR: 200 Dice: 21 + 100 #App: 1-4 Size: M Move: 90`
These serpent men will bite if they roll a '6' at least 7x with their attack. This poisonous bite will cause the victim to suffer a negative 2d6 to STR unless they can make a L7SR vs. CON. The `slitheran poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:29 / DEX:62 / LCK:45 / CON:200 / INT:38 / CHR:46) The areas they dwell are the dungeons, and jungle/tropical forests. They are able to speak Common, Saurian, Serpentine, and Slitheran.

Slug, Cave
Type: Monster MR: 170 Dice: 18 + 85 #App: 1-12 Size: M Move: 10`
(STR:55 / DEX:26 / LCK:40 / CON:170 / INT:18 / CHR:25) The areas they dwell are the dungeons. They are able to speak Slug.

Slug, Giant
Type: Monster MR: 260 Dice: 27 + 130 #App: 1 Size: L Move: 60`
These slugs will spit acid if they roll a '6' at least 9x with their attack. This acid will cause the victim to suffer 3d6 points of damage unless they can make a L12SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is hit with the acid, where the lowest number suffers from the effects. The acid also eats away all of the equipment the target holds, unless it is magical. (STR:77 / DEX:34 / LCK:55 / CON:260 / INT:1 / CHR:12) The areas they dwell are the dungeons. They are able to speak Slug.
 

Snake, Amphisbaena
Type: Reptile MR: 190 Dice: 20 + 95 #App: 1-3 Size: M Move: 120`
This snake has heads at each end. Their bite will be poisonous if they roll a '6' at least 7x with their attack. This poison will cause the victim to die unless they can make a L6SR vs. CON, two times in a row. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:44 / DEX:60 / LCK:28 / CON:190 / INT:20 / CHR:28) The areas they dwell are the dungeons, forests, mountains, plains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.

Snake, Constrictor
Type: Reptile MR: 120 Dice: 13 + 60 #App: 1-2 Size: M (15`) Move: 90`
They will grab and constrict a target if they roll a '6' at least 5x with their attack unless the target can make a L4SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to constrict, where the lowest number is the one it grabs. The victim may attempt to make a L4SR vs. STR each round to try and escape the creature. (STR:42 / DEX:32 / LCK:22 / CON:120 / INT:13 / CHR:20) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.

Snake, Constrictor, Mystical
Type: Reptile MR: 190 Dice: 20 + 95 #App: 1-2 Size: L Move: 90`
Only magical weapon or spells harm this snake. They will grab and constrict a target if they roll a '6' at least 7x with their attack unless the target can make a L7SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to constrict, where the lowest number is the one it grabs. The victim may attempt to make a L7SR vs. STR each round to try and escape the creature. (STR:60 / DEX:44 / LCK:28 / CON:190 / INT:20 / CHR:28) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.

Snake, Fire
Type: Reptile MR: 80 Dice: 9 + 40 #App: 1-6 Size: S (2-3`) Move: 40`
These serpents are immune to all fire based attacks. They will grab and constrict a target if they roll a '6' at least 3x with their attack unless the target can make a L2SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to constrict, where the lowest number is the one it grabs. The victim may attempt to make a L2SR vs. STR each round to try and escape the creature. If the victim dies in the grip, the body turns to ash and they can never be resurrected. (STR:25 / DEX:32 / LCK:19 / CON:80 / INT:11 / CHR:17) The areas they dwell are the dungeons. They are able to speak Serpentine.

Snake, Poisonous
Type: Reptile MR: 100 Dice: 11 + 50 #App: 1-6 Size: S (5`) Move: 150`
Their bite will be poisonous if they roll a '6' at least 4x with their attack. This poison will cause the victim to die unless they can make a L3SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:29 / DEX:37 / LCK:20 / CON:100 / INT:11 / CHR:17) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.

Snake, Poisonous, Large
Type: Reptile MR: 150 Dice: 16 + 75 #App: 1-6 Size: L Move: 150`
Their bite will be poisonous if they roll a '6' at least 6x with their attack. This poison will cause the victim to die unless they can make a L5SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:37 / DEX:50 / LCK:25 / CON:150 / INT:16 / CHR:23) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.

Snake, Sea
Type: Reptile MR: 230 Dice: 24 + 115 #App: 1-8 Size: L Move: 120`
Their bite will be poisonous if they roll a '6' at least 8x with their attack. This poison will cause the victim to die unless they can make a L9SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. When they first encounter a boat or small ship, there is a 1 in 6 chance they will wrap around it. If this happens, the ship will be sunk in 10 combat rounds. (STR:50 / DEX:70 / LCK:31 / CON:230 / INT:24 / CHR:33) The areas they dwell are the oceans. They are able to speak Serpentine.
 

Snake, Steel
Type: Construct MR: 120 Dice: 13 + 60 #App: 1 Size: S (3`) Move: 120`
This magically constructed serpent can only be harmed by magical weapons. Spells do not harm them. Their bite will be poisonous if they roll a '6' at least 5x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:32 / DEX:42 / LCK:22 / CON:120 / INT:1 / CHR:6) The areas they dwell are the dungeons.

Snakemen
Type: Reptile MR: 130 Dice: 14 + 65 #App: 1-10 Size: M Move: 90`/Swim 180`
Their bite will inflict disease if they roll a '6' at least 5x with their attack. This disease will cause the victim to become a snakemen themselves, unless they can make a L4SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. (STR:34 / DEX:45 / LCK:23 / CON:130 / INT:23 / CHR:30) The areas they dwell are the dungeons, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian, and Serpentine.

Solifugid, Giant
Type: Insect MR: 200 Dice: 21 + 100 #App: 1-4 Size: L Move: 120`
They will grab and hold a target if they roll a '6' at least 7x with their attack unless the target can make a L7SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to grab, where the lowest number is the one it grabs. The victim may attempt to make a L7SR vs. STR each round to try and escape the creature. (STR:29 / DEX:62 / LCK:45 / CON:200 / INT:1 / CHR:9) The areas they dwell are the dungeons. They are able to speak Spider.

Solifugid, Huge
Type: Insect MR: 170 Dice: 18 + 85 #App: 1-6 Size: M Move: 90`
They will grab and hold a target if they roll a '6' at least 6x with their attack unless the target can make a L6SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to grab, where the lowest number is the one it grabs. The victim may attempt to make a L6SR vs. STR each round to try and escape the creature. (STR:26 / DEX:55 / LCK:40 / CON:170 / INT:1 / CHR:9) The areas they dwell are the dungeons. They are able to speak Spider.

Solifugid, Large
Type: Insect MR: 120 Dice: 13 + 60 #App: 1-6 Size: M Move: 90`
They will grab and hold a target if they roll a '6' at least 5x with their attack unless the target can make a L4SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to grab, where the lowest number is the one it grabs. The victim may attempt to make a L4SR vs. STR each round to try and escape the creature. (STR:22 / DEX:42 / LCK:32 / CON:120 / INT:1 / CHR:8) The areas they dwell are the dungeons. They are able to speak Spider.

Spectre
Type: Undead MR: 240 Dice: 25 + 120 #App: 1-6 Size: M Move: 150`/Fly 300`
These ghostly creatures can only be harmed by magical weapons or spells. They will drain a victim if they roll a '6' at least 9x with their attack. The drain will reduce an attribute by 1 unless they can make a L8SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. (STR:32 / DEX:52 / LCK:72 / CON:240 / INT:38 / CHR:47) The areas they dwell are the snowy forests, snowy mountains, dungeons, hills, mountains, swamps, and jungle/tropical swamps. They are able to speak Undead.

Sphinx, Andro
Type: Beast MR: 360 Dice: 37 + 180 #App: 1 Size: L (8`) Move: 180`/Fly 300`
They will roar if they roll a '6' at least 13x with their attack. This roar will automatically cause targets to flee in terror unless they can make a L12SR vs. INT. A L12SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 3d6 combat rounds. (STR:42 / DEX:72 / LCK:102 / CON:360 / INT:52 / CHR:63) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Sphinx.
 

Sphinx, Crio
Type: Beast MR: 300 Dice: 31 + 150 #App: 1-4 Size: L (7.5`) Move: 120`/Fly 240`
(STR:37 / DEX:62 / LCK:87 / CON:300 / INT:38 / CHR:48) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Sphinx.

Sphinx, Gyno
Type: Beast MR: 270 Dice: 28 + 135 #App: 1 Size: L (7`) Move: 150`/Fly 240`
These sphinxes are peaceful by nature. They will use their healing magic if they roll a '6' at least 10x with their attack, healing themselves 20 points of damage. (STR:35 / DEX:57 / LCK:80 / CON:270 / INT:45 / CHR:54) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Sphinx.

Sphinx, Hieraco
Type: Beast MR: 270 Dice: 28 + 135 #App: 1-6 Size: L (7`) Move: 90`/Fly 360`
(STR:35 / DEX:57 / LCK:80 / CON:270 / INT:32 / CHR:41) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Sphinx.

Spider, Astral
Type: Beast MR: 150 Dice: 16 + 75 #App: 1-4 Size: L Move: 60`/On Web 150`
Only magical weapons or spells can harm these spiders. Their bite will be poisonous if they roll a '6' at least 6x with their attack. This poison will cause the victim to die unless they can make a L6SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. If one makes their SR for this poison, they are instead wrapped in a sticky web where they must reduce their combat dice by half (rounded up) until they can free themselves. Making a L6SR vs. STR will accomplish this. (STR:25 / DEX:50 / LCK:37 / CON:150 / INT:20 / CHR:28) The areas they dwell are the dungeons, forests, hills, mountains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Spider.

Spider, Giant
Type: Insect MR: 160 Dice: 17 + 80 #App: 1-8 Size: L Move: 30`/On Web 120`
Their bite will be poisonous if they roll a '6' at least 6x with their attack. This poison will cause the victim to die unless they can make a L5SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. If one makes their SR for this poison, they are instead wrapped in a sticky web where they must reduce their combat dice by half (rounded up) until they can free themselves. Making a L5SR vs. STR will accomplish this. (STR:25 / DEX:52 / LCK:39 / CON:160 / INT:20 / CHR:27) The areas they dwell are the dungeons, forests, hills, mountains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Spider.

Spider, Giant, Lake
Type: Insect MR: 130 Dice: 14 + 65 #App: 1-10 Size: M Move: 150`
Their bite will be poisonous if they roll a '6' at least 5x with their attack. This poison will cause the victim to die unless they can make a L4SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:23 / DEX:45 / LCK:34 / CON:130 / INT:16 / CHR:23) The areas they dwell are the rivers/lakes. They are able to speak Spider.

Spider, Giant, River
Type: Insect MR: 220 Dice: 23 + 110 #App: 1-6 Size: L Move: 150`
Their bite will be poisonous if they roll a '6' at least 8x with their attack. This poison will cause the victim to die unless they can make a L8SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:30 / DEX:67 / LCK:49 / CON:220 / INT:25 / CHR:34) The areas they dwell are the rivers/lakes. They are able to speak Spider.
 

Spider, Huge
Type: Insect MR: 100 Dice: 11 + 50 #App: 1-12 Size: M Move: 180`
Their bite will be poisonous if they roll a '6' at least 4x with their attack. This poison will cause the victim to die unless they can make a L3SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. If one makes their SR for this poison, they are instead wrapped in a sticky web where they must reduce their combat dice by half (rounded up) until they can free themselves. Making a L3SR vs. STR will accomplish this. (STR:20 / DEX:37 / LCK:29 / CON:100 / INT:11 / CHR:17) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Spider.

Spider, Large
Type: Insect MR: 60 Dice: 7 + 30 #App: 1-12 Size: S Move: 60`/On Web 150`
Their bite will be poisonous if they roll a '6' at least 3x with their attack. This poison will cause the victim to die unless they can make a L2SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. If one makes their SR for this poison, they are instead wrapped in a sticky web where they must reduce their combat dice by half (rounded up) until they can free themselves. Making a L2SR vs. STR will accomplish this. (STR:17 / DEX:27 / LCK:22 / CON:60 / INT:1 / CHR:7) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Spider.

Spriggan
Type: Humanoid MR: 190 Dice: 20 + 95 #App: 1-10 Size: S (3`) or L (12`) Move: 90`/Run 150`
These gnome-looking creatures will grow giant if they roll a '6' at least 7x with their attack. This allows them to add 2 more combat dice for their attacks. If they are moving around unnoticed, they will attempt to steal things from passing adventurers. Making a L6SR vs. DEX will allow one to catch a spriggan doing this. (STR:28 / DEX:60 / LCK:44 / CON:190 / INT:34 / CHR:42) The areas they dwell are the snowy hills, snowy mountains, snowy plains, dungeons, hills, mountains, and plains. They are able to speak Dwarvish.

Sprite
Type: Fey MR: 60 Dice: 7 + 30 #App: 1-20 Size: S (2`) Move: 90`/Fly 180`
They will use their special ability if they roll a '6' at least 3x with their attack. Roll 1 die to determine the ability. A roll of 1-3 means their sleeping toxin on their weapon hits someone. This toxin will make the victim fall asleep for 1d6 combat rounds unless they can make a L1SR vs. CON. If there are no more awake opponents, the sprite will steal all of the possessions of the victim(s). On a roll of 4-6, they will turn invisible. This happens before the start of the next combat round and will let the sprite get a free attack as though it got the surprise. The invisibility only lasts for one combat round, which they will reappear. (STR:17 / DEX:22 / LCK:27 / CON:60 / INT:18 / CHR:23) The areas they dwell are the forests. They are able to speak Common, Elven, and Fey.

Squid, Giant
Type: Animal MR: 310 Dice: 32 + 155 #App: 1 Size: L Move: 30`/Swim 180`
(STR:64 / DEX:90 / LCK:38 / CON:310 / INT:1 / CHR:12) The areas they dwell are the oceans. They are able to speak Fish.

Squirrel
Type: Animal MR: 30 Dice: 4 + 15 #App: 1-6 Size: S Move: 90`
(STR:15 / DEX:20 / LCK:17 / CON:30 / INT:4 / CHR:9) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, and swamps. They are able to speak Rodent.

Squirrel, Giant
Type: Animal MR: 80 Dice: 9 + 40 #App: 1-12 Size: S (2`) Move: 120`
(STR:19 / DEX:32 / LCK:25 / CON:80 / INT:11 / CHR:17) The areas they dwell are the snowy forests, snowy mountains, forests, and mountains. They are able to speak Rodent.
 

Stag
Type: Animal MR: 90 Dice: 10 + 45 #App: 1-4 Size: L Move: 240`
(STR:20 / DEX:35 / LCK:27 / CON:90 / INT:10 / CHR:16) The areas they dwell are the forests, hills, and plains. They are able to speak Bovine.

Stag, Giant
Type: Animal MR: 130 Dice: 14 + 65 #App: 1-2 Size: L Move: 210`
(STR:23 / DEX:45 / LCK:34 / CON:130 / INT:14 / CHR:21) The areas they dwell are the hills, and mountains. They are able to speak Bovine.

Stalactite, Living
Type: Monster MR: 110 Dice: 12 + 55 #App: 1-12 Size: S-M Move: 10`
These creatures look like stalactites and can walk on the ceilings of caves. If they surprise a target, they will drop from the ceiling and attempt to pierce through them. The target must make a L2SR vs. LCK or DEX to avoid being impaled, where death is immediate. (STR:21 / DEX:30 / LCK:40 / CON:110 / INT:1 / CHR:7) The areas they dwell are the dungeons.

Statue, Bronze, Living
Type: Construct MR: 270 Dice: 28 + 135 #App: 1 Size: L (7.5`) Move: 60`
These living statues can only be harmed by magical weapons. Spells do not harm them. (STR:80 / DEX:57 / LCK:35 / CON:270 / INT:1 / CHR:9) The areas they dwell are the dungeons.

Statue, Iron, Living
Type: Construct MR: 210 Dice: 22 + 105 #App: 1 Size: L (7.5`) Move: 60`
These living statues can only be harmed by magical weapons. Spells do not harm them. (STR:65 / DEX:47 / LCK:30 / CON:210 / INT:1 / CHR:9) The areas they dwell are the dungeons.

Statue, Stone, Living
Type: Construct MR: 150 Dice: 16 + 75 #App: 1 Size: L (7.5`) Move: 60`
These living statues can only be harmed by magical weapons. Spells do not harm them. (STR:50 / DEX:37 / LCK:25 / CON:150 / INT:1 / CHR:9) The areas they dwell are the dungeons.

Sting Ray
Type: Animal MR: 50 Dice: 6 + 25 #App: 1-3 Size: S Move: Swim 90`
They will use their poison stinger tail if they roll a '6' at least 2x with their attack. This poison will cause the target to become paralyzed unless they can make a L1SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:16 / DEX:25 / LCK:20 / CON:50 / INT:1 / CHR:6) The areas they dwell are the oceans. They are able to speak Fish.
 

Strangle Weed
Type: Plant MR: 100 Dice: 11 + 50 #App: 1-10 Size: S Move: None
This seaweed attacks by slapping opponents. It will attempt to strangle an opponent if they roll a '6' at least 4x with their attack. This will cause the victim to drown in 10 combat rounds unless they can make a L3SR vs. STR. Each target that gets damaged from the attack rolls 1 die to determine which one is grabbed, where the lowest number is getting strangled. Although the victim cannot attack while held, they can perform a L3SR vs. STR each combat round to try and break free. (STR:20 / DEX:29 / LCK:37 / CON:100 / INT:11 / CHR:17) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Plant.

Succubus
Type: Planar MR: 220 Dice: 23 + 110 #App: 1 Size: M (6`) Move: 120`/Fly 180`
These female demons can only be harmed by magical weapons or spells. They will drain a victim if they roll a '6' at least 8x with their attack. The drain will reduce an attribute by 1 unless they can make a L6SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. (STR:49 / DEX:67 / LCK:30 / CON:220 / INT:38 / CHR:46) The areas they dwell are the dungeons, and deserts. They are able to speak Balrog, and Common.

Sundew, Giant
Type: Plant MR: 190 Dice: 20 + 95 #App: 1-4 Size: M Move: 10`
This sticky plant will grab anyone coming near it if they fail a L8SR vs. LCK or DEX. While stuck, they will be slowly wrapped and suffocated after 10 combat rounds. Then the plant dissolves the corpse for nourishment. Other than this attack, the plant does not combat damage. It must be killed though to free anyone trapped in it. Those trapped in it may still attack but with only half their combat dice (rounded up). (STR:28 / DEX:44 / LCK:60 / CON:190 / INT:22 / CHR:31) The areas they dwell are the dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Plant.

Suvart
Type: Humanoid MR: 160 Dice: 17 + 80 #App: 1-20 Size: S (3`) Move: 90`
Unlike their gnome cousins, suvarts deal more in illegal ways of making a living. They have an almost black skin color and pure white eyes. They generally have no hair on their head but do have large moustaches that are bright white in color. They can see perfectly in non-magical darkness. (STR:25 / DEX:52 / LCK:39 / CON:160 / INT:32 / CHR:39) The areas they dwell are the dungeons. They are able to speak Common, and Dwarvish.

Swordfish
Type: Animal MR: 80 Dice: 9 + 40 #App: 1-8 Size: M-L Move: Swim 240`
(STR:19 / DEX:32 / LCK:25 / CON:80 / INT:9 / CHR:15) The areas they dwell are the oceans. They are able to speak Fish.

Sylph
Type: Fey MR: 70 Dice: 8 + 35 #App: 1 Size: M Move: 120`/Fly 360`
These beautiful pixie-like creatures will summon an air elemental if they roll a '6' at least 3x with their attack. (STR:18 / DEX:24 / LCK:30 / CON:70 / INT:23 / CHR:29) The areas they dwell are the snowy mountains, mountains, and jungle/tropical mountains. They are able to speak Fey.

Talking Tree
Type: Plant MR: 300 Dice: 31 + 150 #App: 1-20 Size: L Move: 120`
These wise trees are often passed unnoticed. They are peaceful by nature and often give adventurers legends or rumors to send them on quest. They cannot move but they have the ability to launch magical balls of energy to do their damage. These orbs will have an additional effect if they roll a '6' at least 11x with their attack. The target will turn into a tree forever unless they can make a L10SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is changed, where the lowest number suffers from the effects. Any bows or crossbows made from the wood of this creature will have an additional 2 dice added for combat rolls. (STR:37 / DEX:62 / LCK:87 / CON:300 / INT:42 / CHR:52) The areas they dwell are the snowy forests, forests, swamps, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Elven, Fey, Plant, and Treekin.
 

Tick, Giant
Type: Insect MR: 130 Dice: 14 + 65 #App: 1-10 Size: S Move: 30`
They will attach themselves to a target if they roll a '6' at least 5x with their attack. They will then begin to suck the blood of the victim unless they can make a L3SR vs. STR to get it off. Anyone getting blood drained will suffer 1d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to, where the lowest number is the one it attaches to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L3SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. (STR:23 / DEX:45 / LCK:34 / CON:130 / INT:1 / CHR:7) The areas they dwell are the dungeons, forests, swamps, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Insect.

Tiger
Type: Animal MR: 160 Dice: 17 + 80 #App: 1-4 Size: L Move: 120`
(STR:39 / DEX:52 / LCK:25 / CON:160 / INT:19 / CHR:27) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.

Tigran
Type: Humanoid MR: 90 Dice: 10 + 45 #App: 1-20 Size: M (5`+) Move: 150`
Tigran are a race of humanoid cats that vary in fur color and appearance. Some look like panthers, while others look like tigers. Others might look like a cheetah, and some might have a leopard appearance. They generally live in forest regions and will surprise anyone on a roll of 1-2 on one die. (STR:20 / DEX:35 / LCK:27 / CON:90 / INT:27 / CHR:33) The areas they dwell are the snowy forests, snowy hills, dungeons, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Common, Feline, and Tigran.

Titan
Type: Giant MR: 440 Dice: 45 + 220 #App: 1 Size: L (18`+) Move: 150`/Run 210`
These glorious looking giants live in grand palaces and often have great wealth nearby. They will hurl a lightning bolt if they roll a '6' at least 15x with their attack. This bolt will automatically do 4d6 points of damage to the target unless they can make a L18SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. Each target that gets damaged from the attack rolls 1 die to determine which one is hit by the bolt, where the lowest number suffers the effects. (STR:122 / DEX:49 / LCK:85 / CON:440 / INT:64 / CHR:78) The areas they dwell are the snowy mountains, dungeons, mountains, oceans, and jungle/tropical mountains. They are able to speak Giant.

Titanothere
Type: Animal MR: 280 Dice: 29 + 140 #App: 1-12 Size: L (8`) Move: 120`
(STR:82 / DEX:35 / LCK:59 / CON:280 / INT:29 / CHR:40) The areas they dwell are the deserts, forests, hills, plains, and swamps. They are able to speak Pachyderm.

Toad, Fire
Type: Beast MR: 100 Dice: 11 + 50 #App: 1-6 Size: S Move: 60`
(STR:20 / DEX:29 / LCK:37 / CON:100 / INT:15 / CHR:22) The areas they dwell are the dungeons, and deserts. They are able to speak Amphibian.

Toad, Giant
Type: Animal MR: 100 Dice: 11 + 50 #App: 1-12 Size: M Move: 60`/Jump 60`
(STR:20 / DEX:29 / LCK:37 / CON:100 / INT:11 / CHR:17) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Amphibian.
 

Toad, Ice
Type: Beast MR: 160 Dice: 17 + 80 #App: 1-4 Size: L Move: 90`
The cold their bodies emit will force a nearby opponent to drop what is in their hands if the toad were to roll a '6' at least 6x with their attack. Each target that gets damaged from the attack rolls 1 die to determine which one gets cold hands, where the lowest number drops their stuff. (STR:25 / DEX:39 / LCK:52 / CON:160 / INT:24 / CHR:31) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, and swamps. They are able to speak Amphibian.

Toad, Poisonous
Type: Animal MR: 70 Dice: 8 + 35 #App: 1-8 Size: M Move: 60`/Jump 60`
Their bite will be poisonous if they roll a '6' at least 3x with their attack. This poison will cause the victim to die unless they can make a L2SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:18 / DEX:24 / LCK:30 / CON:70 / INT:8 / CHR:14) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Amphibian.

Tomb Watcher
Type: Undead MR: 190 Dice: 20 + 95 #App: 1 Size: M Move: 120`
These undead skeletal creatures where robes and are always found keeping a watchful eye on a tomb or crypt. They will use their teleportation magic if they roll a '6' at least 7x with their attack. This magic will teleport the target about a mile away from the location. Each target that gets damaged from the attack rolls 1 die to determine which one is teleported, where the lowest number goes on a trip. This attack is in addition to any other damage during that round. (STR:28 / DEX:44 / LCK:60 / CON:190 / INT:31 / CHR:39) The areas they dwell are the snowy mountains, dungeons, deserts, mountains, and jungle/tropical mountains. They are able to speak Common, and Undead.

Tree, Dark Reaper
Type: Plant MR: 400 Dice: 41 + 200 #App: 1 Size: L (6-9`) Move: 10`/Run 40`
These walking trees are often passed unnoticed. (STR:45 / DEX:79 / LCK:112 / CON:400 / INT:50 / CHR:63) The areas they dwell are the snowy forests, snowy plains, forests, plains, and swamps. They are able to speak Plant, and Treekin.

Tree, Hanging
Type: Plant MR: 180 Dice: 19 + 90 #App: 1 Size: L (20`+) Move: None
This tree attacks by slapping opponents with branches. It will attempt to strangle an opponent if they roll a '6' at least 7x with their attack. This will cause the victim to suffocate in 10 combat rounds unless they can make a L8SR vs. STR. Each target that gets damaged from the attack rolls 1 die to determine which one is grabbed, where the lowest number is getting strangled. Although the victim cannot attack while held, they can perform a L8SR vs. STR each combat round to try and break free. (STR:27 / DEX:42 / LCK:57 / CON:180 / INT:23 / CHR:32) The areas they dwell are the forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Plant, and Treekin.

Tree, Reaper
Type: Plant MR: 210 Dice: 22 + 105 #App: 1 Size: L Move: 10`
These walking trees are often passed unnoticed. (STR:30 / DEX:47 / LCK:65 / CON:210 / INT:33 / CHR:42) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Plant, and Treekin.

Triton
Type: Planar MR: 110 Dice: 12 + 55 #App: 1-20 Size: M Move: 150`
These mermen-like creatures have two legs with fins instead of the mermen`s one. There is a 1 in 6 chance that they will have a magical sea shell horn that can be used once a day to calm the waters of the sea. (STR:40 / DEX:30 / LCK:21 / CON:110 / INT:25 / CHR:31) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Common, and Fish.
 

Troglodite
Type: Humanoid MR: 90 Dice: 10 + 45 #App: 1-20 Size: M Move: 120`
These humanoid lizard men will use their slimy spit if they roll a '6' at least 4x with their attack. This spit will stick to the face of a victim unless they can make a L2SR vs. LCK or DEX. Once the face is covered, the victim cannot see and must reduce their combat dice by half (rounded up) for the next 1d6 combat rounds. Then the slime falls off the face. (STR:35 / DEX:27 / LCK:20 / CON:90 / INT:14 / CHR:20) The areas they dwell are the dungeons. They are able to speak Saurian.

Troll
Type: Giant MR: 200 Dice: 21 + 100 #App: 1-12 Size: L (8+`) Move: 120`
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. (STR:62 / DEX:45 / LCK:29 / CON:200 / INT:25 / CHR:33) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Trollish.

Troll, Frost
Type: Giant MR: 60 Dice: 7 + 30 #App: 1-6 Size: L (9`) Move: 90`
These creatures regenerate 2 damage points every combat round unless they were attacked by some fire based spell or weapon. They are also immune to any cold based effects. (STR:27 / DEX:22 / LCK:17 / CON:60 / INT:11 / CHR:17) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, and dungeons. They are able to speak Trollish.

Troll, Ghostly
Type: Giant MR: 200 Dice: 21 + 100 #App: 1-2 Size: L (8`+) Move: 150`
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. They are also immune to any cold based effects. Only magical weapons or spells can hurt them, along with any fire based attacks. (STR:62 / DEX:45 / LCK:29 / CON:200 / INT:32 / CHR:40) The areas they dwell are the dungeons. They are able to speak Trollish.

Troll, Giant
Type: Giant MR: 220 Dice: 23 + 110 #App: 1-12 Size: L (10`+) Move: 120`
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. (STR:67 / DEX:49 / LCK:30 / CON:220 / INT:27 / CHR:36) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Trollish.

Troll, Giant, Two-Headed
Type: Giant MR: 260 Dice: 27 + 130 #App: 1-3 Size: L (10`+) Move: 120`
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. (STR:77 / DEX:55 / LCK:34 / CON:260 / INT:34 / CHR:44) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Trollish.

Troll, River
Type: Giant MR: 190 Dice: 20 + 95 #App: 1-6 Size: M (7`+) Move: 30`/Swim 150`
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. (STR:60 / DEX:44 / LCK:28 / CON:190 / INT:24 / CHR:32) The areas they dwell are the rivers/lakes. They are able to speak Trollish.
 

Troll, Sea
Type: Giant MR: 220 Dice: 23 + 110 #App: 1-8 Size: L (10`) Move: 30`/Swim 120`
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. (STR:67 / DEX:49 / LCK:30 / CON:220 / INT:29 / CHR:37) The areas they dwell are the oceans. They are able to speak Trollish.

Turtle, Giant, Sea
Type: Reptile MR: 370 Dice: 38 + 185 #App: 1-3 Size: L Move: 10`/Swim 150`
They will also overturn large ships if a 1-2 is rolled on 1 die. (STR:105 / DEX:74 / LCK:43 / CON:370 / INT:1 / CHR:13) The areas they dwell are the oceans. They are able to speak Saurian.

Turtle, Giant, Snapping
Type: Reptile MR: 250 Dice: 26 + 125 #App: 1-4 Size: L Move: 30`/Swim 20`
They will also overturn large ships if a 1-2 is rolled on 1 die. (STR:75 / DEX:54 / LCK:33 / CON:250 / INT:1 / CHR:11) The areas they dwell are the rivers/lakes. They are able to speak Saurian.

Unicorn
Type: Beast MR: 180 Dice: 19 + 90 #App: 1-6 Size: L Move: 240`
These magical horses will turn invisible if they roll a '6' at least 7x with their attack. This happens before the start of the next combat round and will let the unicorn get a free attack as though it got the surprise. The invisibility only lasts for one combat round, which they will reappear. Anyone to seize a unicorn horn can use it as a magical athame (dagger) with Dice + Adds of 3+4. (STR:27 / DEX:57 / LCK:42 / CON:180 / INT:26 / CHR:33) The areas they dwell are the forests, and hills. They are able to speak Equine.

Vampire
Type: Undead MR: 270 Dice: 28 + 135 #App: 1-4 Size: M Move: 12`/180`
These creatures of darkness will absorb any damage given to opponents and heal themselves (but not over their maximum MR). Anyone holding garlic may double the amount of combat dice they use against it. If holy water is thrown on the vampire, everyone attacking it may double the combat dice used. Sunlight turns them to dust and will often try and turn into a bat and flee if they are close to death. They can only be harmed by magical weapons. Spells do not harm them unless they are of a fiery nature. They will also flee from holy symbols and may only use half of their dice if in the presence of such a symbol. They can be instantly killed if something wooden is driven into their hearts or they are exposed to sunlight. (STR:80 / DEX:57 / LCK:35 / CON:270 / INT:43 / CHR:52) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, Undead, and Vampire.

Vulture
Type: Animal MR: 80 Dice: 9 + 40 #App: 1-16 Size: M (5-6`+) Move: 30`/Fly 270`
(STR:19 / DEX:32 / LCK:25 / CON:80 / INT:9 / CHR:15) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.

Vulture, Giant
Type: Animal MR: 90 Dice: 10 + 45 #App: 1-12 Size: L (12`+) Move: 30`/Fly 240`
(STR:20 / DEX:35 / LCK:27 / CON:90 / INT:10 / CHR:16) The areas they dwell are the deserts, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
 

Wasp, Giant
Type: Insect MR: 140 Dice: 15 + 70 #App: 1-20 Size: M Move: 60`/Fly 210`
They will use their poison stinger if they roll a '6' at least 5x with their attack. This poison will cause the victim to die unless they can make a L4SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:24 / DEX:47 / LCK:35 / CON:140 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.

Water Being
Type: Planar MR: 140 Dice: 15 + 70 #App: 1-3 Size: L (10`+) Move: 120`
This watery creature will unleash a wave of water if they roll a '6' at least 5x with their attack. This wave will cause the victims to drown and die unless they can make a L4SR vs. CON. (STR:24 / DEX:35 / LCK:47 / CON:140 / INT:26 / CHR:33) The areas they dwell are the dungeons, rivers/lakes, and oceans. They are able to speak Wizard Speech.

Weasel
Type: Animal MR: 50 Dice: 6 + 25 #App: 1-2 Size: S Move: 150`
(STR:16 / DEX:20 / LCK:25 / CON:50 / INT:6 / CHR:11) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, and swamps. They are able to speak Ursine.

Weasel, Giant
Type: Animal MR: 120 Dice: 13 + 60 #App: 1-8 Size: M Move: 150`
(STR:22 / DEX:32 / LCK:42 / CON:120 / INT:13 / CHR:20) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, forests, hills, mountains, plains, and swamps. They are able to speak Ursine.

Whale
Type: Animal MR: 340 Dice: 35 + 170 #App: 1-8 Size: L Move: Swim 180` to 240`
(STR:97 / DEX:40 / LCK:69 / CON:340 / INT:39 / CHR:51) The areas they dwell are the oceans. They are able to speak Cetacean.

Wight
Type: Undead MR: 150 Dice: 16 + 75 #App: 1-10 Size: M Move: 120`
These zombie creatures can only be harmed by magical weapons or spells. They will drain a victim if they roll a '6' at least 6x with their attack. The drain will reduce an attribute by 1 unless they can make a L5SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. (STR:37 / DEX:50 / LCK:25 / CON:150 / INT:23 / CHR:30) The areas they dwell are the snowy forests, snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.

Will-O-Wisp
Type: Monster MR: 340 Dice: 35 + 170 #App: 1-3 Size: S Move: Fly 180`
These glowing creatures float around and only come out at night. From a distance it will always seem to look like a lantern being held. If they are not discovered as being wisps, they will attempt to lure adventurers to their death and then consume their souls. If this happens, they can never be resurrected. (STR:40 / DEX:97 / LCK:69 / CON:340 / INT:50 / CHR:59) The areas they dwell are the snowy mountains, dungeons, mountains, swamps, oceans, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Wisp.
 

Witch, Green
Type: Humanoid MR: 300 Dice: 31 + 150 #App: 1 Size: M Move: 120`/Swim 120`
They will use their magic gaze if they roll a '6' at least 11x with their attack. This gaze will make everyone hallucinate for 2d6 combat rounds unless they can make a L9SR vs. INT. A L9SR vs. DEX can also be made instead to maybe look away in time. (STR:37 / DEX:62 / LCK:87 / CON:300 / INT:40 / CHR:49) The areas they dwell are the snowy forests, snowy plains, dungeons, rivers/lakes, forests, plains, swamps, and oceans. They are able to speak Common, and Wizard Speech.

Witch, Night
Type: Humanoid MR: 170 Dice: 18 + 85 #App: 1 Size: M Move: 90`
They will use their magic gaze if they roll a '6' at least 6x with their attack. This gaze will make everyone run away and scream uncontrollably for 2d6 combat rounds unless they can make a L8SR vs. INT. A L8SR vs. DEX can also be made instead to maybe look away in time. (STR:26 / DEX:40 / LCK:55 / CON:170 / INT:33 / CHR:42) The areas they dwell are the snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, and Wizard Speech.

Witch, Night, Greater
Type: Humanoid MR: 260 Dice: 27 + 130 #App: 1-3 Size: L (7.5-8`) Move: 150`
They will use their magic gaze if they roll a '6' at least 9x with their attack. This gaze will turn everyone looking at it into dust unless they can make a L8SR vs. LCK. A L8SR vs. DEX can also be made instead to maybe look away in time. (STR:34 / DEX:55 / LCK:77 / CON:260 / INT:39 / CHR:48) The areas they dwell are the snowy forests, snowy mountains, dungeons, forests, mountains, and swamps. They are able to speak Common, and Wizard Speech.

Witch, Sea
Type: Humanoid MR: 90 Dice: 10 + 45 #App: 1-4 Size: M Move: 150`
They will use their magic gaze if they roll a '6' at least 4x with their attack. This gaze will make everyone attack each other for 1d6 combat rounds unless they can make a L3SR vs. INT. A L3SR vs. DEX can also be made instead to maybe look away in time. (STR:20 / DEX:27 / LCK:35 / CON:90 / INT:17 / CHR:23) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Common, and Wizard Speech.

Wolf
Type: Animal MR: 90 Dice: 10 + 45 #App: 1-12 Size: S Move: 180`
(STR:27 / DEX:35 / LCK:20 / CON:90 / INT:12 / CHR:18) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.

Wolf, Arctic
Type: Animal MR: 170 Dice: 18 + 85 #App: 1-8 Size: L Move: 180`
They will use their frost breath if they roll a '6' at least 6x with their attack. This breath will automatically do 2d6 points of damage to a single target in front of the creature unless the targets can make a L6SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is frozen, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. Anyone frozen loses their next combat round getting the ice off. (STR:40 / DEX:55 / LCK:26 / CON:170 / INT:25 / CHR:33) The areas they dwell are the snowy forests, snowy hills, snowy mountains, and dungeons. They are able to speak Canine.

Wolf, Dire
Type: Animal MR: 120 Dice: 13 + 60 #App: 1-10 Size: M (L) Move: 180`
(STR:32 / DEX:42 / LCK:22 / CON:120 / INT:17 / CHR:24) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.
 

Wolverine
Type: Animal MR: 110 Dice: 12 + 55 #App: 1 Size: S Move: 120`
(STR:30 / DEX:40 / LCK:21 / CON:110 / INT:14 / CHR:20) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, and dungeons. They are able to speak Ursine.

Wolverine, Giant
Type: Animal MR: 160 Dice: 17 + 80 #App: 1 Size: M Move: 150`
(STR:39 / DEX:52 / LCK:25 / CON:160 / INT:19 / CHR:26) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, and dungeons. They are able to speak Ursine.

Worm, Carcass
Type: Monster MR: 110 Dice: 12 + 55 #App: 1-6 Size: L (9`) Move: 120`
They will paralyze a victim if they roll a '6' at least 4x with their attack. This paralysis will last for 1d6 combat rounds unless they can make a L4SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is affected with the paralysis, where the lowest number suffers from the effects. (STR:30 / DEX:40 / LCK:21 / CON:110 / INT:1 / CHR:8) The areas they dwell are the dungeons, and mountains. They are able to speak Slug.

Worm, Cave
Type: Monster MR: 260 Dice: 27 + 130 #App: 1-6 Size: L (30`) Move: 60`
(STR:55 / DEX:77 / LCK:34 / CON:260 / INT:1 / CHR:11) The areas they dwell are the snowy mountains, dungeons, mountains, and jungle/tropical mountains. They are able to speak Slug.

Worm, Giant
Type: Monster MR: 340 Dice: 35 + 170 #App: 1-2 Size: L (50`) Move: 90`
They will swallow a target whole if they roll a '6' at least 12x with their attack and the victim fails a L15SR vs. DEX or LCK. While inside, the victim will suffer 3d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. (STR:69 / DEX:97 / LCK:40 / CON:340 / INT:1 / CHR:13) The areas they dwell are the snowy hills, snowy plains, dungeons, deserts, hills, plains, and jungle/tropical hills. They are able to speak Slug.

Worm, Rock
Type: Monster MR: 140 Dice: 15 + 70 #App: 1-2 Size: S Move: 120`/Burrow 30`
This worm can pass through stone by heating its body and melting the rock. (STR:35 / DEX:47 / LCK:24 / CON:140 / INT:19 / CHR:25) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Slug.

Wraith
Type: Undead MR: 180 Dice: 19 + 90 #App: 1-12 Size: M Move: 120`/Fly 240`
These ghostly creatures can only be harmed by magical weapons or spells. They will drain a victim if they roll a '6' at least 7x with their attack. The drain will reduce an attribute by 1 unless they can make a L6SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. (STR:42 / DEX:57 / LCK:27 / CON:180 / INT:30 / CHR:38) The areas they dwell are the snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.
 

Wulfan
Type: Humanoid MR: 90 Dice: 10 + 45 #App: 1-10 Size: M Move: 150`
Wulfan are a race of humanoid wolves that vary in fur color from white, gray, and varying shades of brown. There are rare wulfan that have black fur. They live in small villages called `packs` and can track others with their keen sense of smell. (STR:35 / DEX:27 / LCK:20 / CON:90 / INT:22 / CHR:28) The areas they dwell are the snowy forests, snowy hills, dungeons, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Canine, Common, and Wulfan.

Wyrm
Type: Dragon MR: 210 Dice: 22 + 105 #App: 1 Size: L (30`) Move: 120`/Fly 240`
They will use their fire breath if they roll a '6' at least 8x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the wyrm unless the targets can make a L7SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:65 / DEX:47 / LCK:30 / CON:210 / INT:29 / CHR:37) The areas they dwell are the dungeons. They are able to speak Dragon.

Wyrm, Ancient
Type: Dragon MR: 310 Dice: 32 + 155 #App: 1 Size: L (54`) Move: 120`/Fly 300`
They will use their fire breath if they roll a '6' at least 11x with their attack. This breath will automatically do 3d6 points of damage to everyone in front of the wyrm unless the targets can make a L11SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:90 / DEX:64 / LCK:38 / CON:310 / INT:49 / CHR:59) The areas they dwell are the dungeons. They are able to speak Common, and Dragon.

Wyvern
Type: Dragon MR: 230 Dice: 24 + 115 #App: 1 Size: L (35`) Move: 60`/Fly 240`
These dragon-looking creatures will use their poison stinger tail if they roll a '6' at least 8x with their attack. This poison will kill an opponent unless the targets can make a L8SR vs. STR or CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. This attack is in addition to any other damage during that round. (STR:70 / DEX:50 / LCK:31 / CON:230 / INT:28 / CHR:37) The areas they dwell are the dungeons, deserts, forests, mountains, plains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Dragon.

Yeti
Type: Beast MR: 140 Dice: 15 + 70 #App: 1-6 Size: L (8`) Move: 150`
Yetis are immune to any cold attacks. (STR:47 / DEX:35 / LCK:24 / CON:140 / INT:22 / CHR:29) The areas they dwell are the snowy hills, snowy mountains, and dungeons. They are able to speak Simian.

Zaren
Type: Planar MR: 210 Dice: 22 + 105 #App: 1-4 Size: M (4`) Move: 90`
These egg-shaped creatures are immune to all spells and can only be harmed by magical weapons. They have silver scales and one huge eye and an even larger mouth. They magically float around and have two powerful arms. They will eat an opponent`s silver if they roll a '6' at least 8x with their attack. Their arms will quickly grab 2d6x10 silver from a single target and consume it as it is part of their diet. Each target that gets damaged from the attack rolls 1 die to determine which one loses silver, where the lowest number loses. This attack is in addition to any other damage during that round. (STR:65 / DEX:47 / LCK:30 / CON:210 / INT:29 / CHR:37) The areas they dwell are the snowy hills, snowy mountains, dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Zorn.

Zombie
Type: Undead MR: 60 Dice: 7 + 30 #App: 1-14 Size: M Move: 60`
(STR:27 / DEX:17 / LCK:22 / CON:60 / INT:1 / CHR:7) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps.
 

Zorn
Type: Planar MR: 280 Dice: 29 + 140 #App: 1-4 Size: M (5`) Move: 90`
These egg-shaped creatures are immune to all spells and can only be harmed by magical weapons. They have golden scales and one huge eye and an even larger mouth. They magically float around and have two powerful arms. They will eat an opponent`s gold if they roll a '6' at least 10x with their attack. Their arms will quickly grab 2d6x10 gold from a single target and consume it as it is part of their diet. Each target that gets damaged from the attack rolls 1 die to determine which one loses gold, where the lowest number loses. This attack is in addition to any other damage during that round. (STR:82 / DEX:59 / LCK:35 / CON:280 / INT:36 / CHR:45) The areas they dwell are the snowy hills, snowy mountains, dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Zorn.



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