Upload
luiz-fernando-henrique
View
341
Download
3
Embed Size (px)
8/18/2019 Monstrous Compendium (1)
1/68
.
2
Monstrous
Compendium
.
A
L1-b
r .
8/18/2019 Monstrous Compendium (1)
2/68
8/18/2019 Monstrous Compendium (1)
3/68
PREHISTORIC A ND PLEISTOCENE ENCOUNTERS
Scrub
2
Tyrannosaurus Rex
3 TyrannasaurusRex
4 Dilophosaurus
5 Ankylosaurus
b Gorgosaururor deinochus
7
Struthiomimus
8 stegosaurus
9 Pentaceratops or triceratops
.O
Trachodon
.1 lguanadon or lambeosaurus
Camarasaurusor
plateosaurus
Pternnodon or pterosaur
Podokesaurus
Styracosaurus
Monochius
7 Ornitholestes
8
CeratOSdUNs
DMSpecial
Water
2
Snake, giant con.
3 Snake, giant con.
4
Pleisiosaurus
5 Pleisiosaurus
6 Elasmosaunu
7 Tanystropheus
8 Nothosaurus
9
Piranha, giant
Fish, school
1
Fish, school
Fish, school
Pteradactyl
Pternnodon
or pterosaur
Crocde.giant
6 Eel,
weed
Gar,
giant
Crayfish, giant
9
D M S p d a l
DMSpecial
or SENb
Preh lS tOr iC
Forest
2
Snake, gmnt con
3 Snake. giant con.
4 Lizard, giant
5 Brontosaurus
6 Megalosaurus
7
Mosaurus
8 Ankiasaurus
9 Trachodon
10 Plateosaurus
11
Stegosaurus or d a c e n t ~ ~ s
12 Iguanodon
or
lambeosaurus
13 Euparkena
14
Compsognathus
16
Paleocinthus
17 Teratosaurus
18 Mampondylus
19 DMSpemal
20
DMSvecial
15 CWatOSaUNs
1 . 1
ic
De
terorocean
2 . .-..elon
ischyras
3 Archelon ischyras
4 EeLmarine
5 Tennodontosaurur
6 Dinicthys
7 Elasmosaurus
8 Shark, common
9
Pleisiosaurus
10 Pleisiosaurus
11 Fish, school
1 2 Fish, school
13
Whale, common
14 Shark, common
15
Shark, giaht
16 Whale,
giant
17 Squid, giant
18
Ray, manta
19
DMSpedal
20 DMSpecial
Fwstocene
Forest
2 Horse,wild
3
Horse, wild
4
Lion, spotted
5 Weasel, giant
6 Boar, giant
7 Axebeak
8 Hvenodon
I
~~
~ ~~
9
Tier ,
S.T.
Animal, herd
1 Animal. herd
Animal, herd
Mammoth or mastodon
Titanothere
Baluchitherium
Rhino,wooley
Camel
8 Caveman
9 DM Special
DM Special
otes:
2 Snake, giant con.
3
Snake,
large con.
4 Wolf, dire
. S Lion,spotted
6 Weasel, giant
7 Ape, carnivorous
8 Tiger, S.T.
9
Baboon
10 Animal, herd
11 Animal, herd
12
Animal, herd
13 Megatherim
14
Mammal, small
15 Mammoth or mastodon
16
Boar, giant
17 Baluchitherium
18 Caveman
19 DMSpecid
20
DMSpecial
Monsters in
italic
type are typically airborne when encountered.
plelstocew
Mash:
Herd animals
are
go%
likely to
be
giant flihl
....
irds of
1-3
Hit Dice.
These
are non-aggressive unless provoked or
low or
1
Waters
2 Lamprey,land
3 Strangleweed
4
Elasmosaurus
5 Lamprey
6
Shark,
common
7 Archelon ischyras
8 Plelslosaurur
9 Crab,giant
10 Fish. school
11
Flsh, school
12
Fish, school
13
Pteradactyl
14 Pteranadonor
pterosaur
15 Barracuda
16
Snake,sea
17 Octopus
18 Ray, sting
19
DMSpecial
20 DMSvecial
Rough or Hill
2
Tiger,
S.T.
3 Ape, carnivorous
4 Ape, carnivorous
5 Wolf, dire
6 Wolf. dire
7 Bear, cave
8 Hyenodan
9
Lion, spotted
10 Animal, herd
11 Animal. herd
12 Animal, herd
13
Animal, herd
14 Vulture,
ommon
15 Rhino, wooley
16
Mammal, small
17 Cavemen
18 Cavemen
19
DMSpecial
20
DMSpecial
Prehistoric Prehistoric
niwor ROU@
Marsh
2 Tyrannosaurus Rex 2 Tanystropheus
3 Tyrannosaurus Rex 3 Tanystropheus
4 Alloraurus
4 Snake, giant. con.
5 Gorgosaurus
5
Dimetrodon
6 Compsognathus 6 Euparkeria
7 Dimetrodon
7 Nothosaurus
8 Euparkeria
8 Crocodile, giant
9
Ankiasaurur
9 Trachodon or kentrosaum
10
lguanadon
10
Iguanodon 01 lambeosaurus
11
Pentaceratops OI
11
Camarasaurus
or
ceti-urus
12 Pteradactyl brachiosaurus
13
Pteranodon
or pterosaur 13 Diplodocus
or
14 Triceratops mamenchisaurus
15 Stegosaurus
14 Pteradactyl
16 Lizard, minotaur 15
Pteranodon
or pterosaur
17 Ankylosaurus 16 Massopondylus
18
Paleocinthus
17
Lizard, giant
19
DMSpecial
20 DMSpecial
styracosaurus 12 Brontosaurus or
--LiStoric
11 Animal; herd
12 Animal, herd
13 Animal, herd
14 Vulture, common or giant
15 Caveman
16
Caveman
17 Caveman
18
Condor
19
DM Special
20
DM Special
Wdterbome: Fish schools are huge schools of harmless fish. They a
preyed
on
by aquatic carnivores.
Some
harmless schools of fish might
be mistaken for piranha (orvice versa).
3
Snake, giant
con
4
Phororhaws
5 Phororhacos
6 Axebeak
7 Axebeak
8 Crocodile, giant
9
Crocodile, giant
10 Animal, herd
11
Animal, herd
12 Animal, herd
13
Animal, herd
14 Megatherium
15 Mastodon
16 Mammal, small
17 Lizard, giant
18 Cavemen
19 DMSpecial
20
DMSpecial
Pleistocene
Mountain
2
Ape, carnivorous
3 Ape, carnivorous
4 .Wolf, dire
5
Wol$,
dire
6
Lion, spotted
7 Lion, spotted
8 Bear, cave
9
Bear, cave
10 Animal. herd
8/18/2019 Monstrous Compendium (1)
4/68
I
OVEMENT:
T DICE
r
*
m
Combat: Femaleascallions usually atta
O w n .
Because of the singula
lions
are
unable to hunt
many ocean predators
d
as
ons are deadly enem
sight, abandoning whatever else they
may
be
turn
as
deadly a5 the giant shark.
8/18/2019 Monstrous Compendium (1)
5/68
Mountain oeakq
Rare
Nil
Neutral good
APPEARING: 1-4
4
VAL1
only known as wind steed.,
....
asperii is highly prized as a
in color and have small manes
are usually silver, white, or light grey.
Although asperii are gentle beings, they are also quite
le of defending themselves if forced into combat. Each
, asperii can kick with their front hooves and bite with their
rp teeth. As a rule, they direct their bites at the wings and faces
o damage from any form of cold-
ck. Similarly, they are unharmed by winds of any type
ng the whirlwind attacks of an air elemental or a djinni
so forth). This ability also enables them
to
slip free of the
aerial servant with unusual ease (thev have a 40%
,
ce to do
so.)
to
heat) and suker double the normal amount of damage from
that employs flames.
but can also see into both the Ethereal and Astral
f the approach
of
creatures that might otherwise be unde-
of
asperii makes them immune to all
f gaze attacks, such as those of the basilisk or catoblepas.
). They retain such quick response times until
600
pounds but its maneuverability class is re-
150pounds carried.
t is, one who has accepted an individual as it
flies50 smoothly that its rider may even cast spells from its
particular
pply. If an asperii elects to strike with itshoovesor bite in
this prevents the rider from engaging in spellcasting.
Asperii sometimes live in herds of as many as
nimals but are most often encountered in groups of two or
they live in the uppermost regions of virtually in-
form of telepathy, which has a range of 60 yards. With this
power, they can also speak with other intelligent beings.
Asperii are the mortal enemies of hippogriffs and griffons,
tending to attack these creatures on sight. They have also been
known to do battle with rocs, although they normally ignore
such creatures if possible. Pegasi and asperii get along quite well,
and the two species are often found in each other's company.
If taken when young, an asperii can be trained to accept a single
master. If this is done, it becomes utterly loyal to this individua
and will not bear another upon its back unless so instructed by its
master. An asperii will refuse to accept a master who is not of neu-
tral, lawful neutral,
or
neutral good alignment. Young asperii
commonly known as "doffs," can be sold to those who wish
to
train them for between 4,000 and 6,000gold pieces.
The wingless asperii are capable of flight due to their natural
powersof leuitation. In addition, they are able to ride winds of ei-
ther magical or mundane nature. When they do so, they add 1 o
their movement rate for each mile per hour over
20
of wind, Aspe
rii alsohave an inherent ability to cast a feather fall spell up to four
times per day on themselves or on any being they are able to touch.
Ecology: Although asperii are omnivorous and eat a great vari
ety of plants and animals, they do have a few favorite foods. As-
perii prize mint leaves, mistletoe, fish, and hawk flesh. In fact
they so delight in eating fish that they have been known tu raid
fishing boats and coastal villages in search of them. Perhaps be-
cause asperii can go for
long
periods
of
time without eating, they
seem to have unlimited appetites when given the chance to feed
on their favorite foods.
Noble Asperii
The noble asperii are a very rare off-shoot of this species. Many
people describe the hide
of
a noble as looking like an iridescent
polished abalone shell.
Their telepathy
is
more powerful than that of their more com
mon counterparts, having a 90-foot range and being forcefu
enough to permit the noble to implant a
sumestion
on creatures
. .
_ _
of 3 or fewer Hit Dice.
8/18/2019 Monstrous Compendium (1)
6/68
Beholder-kin
I::
DIET:
Omnivore Carnlvore
SIZE:
MORALE: Elite (14) Charhpion (15-16)
to Fanatic (17-18)
W VALUE:
4.88) 6,000
( 6 + 6
HD)
9 000
(9+9
HD)
I
Another relative
of
the beholder, the spectator is a guardian of
places and treasures. Once i t
is
given a task, it guards for up to
lOlyearsandletsnooneuse,
borrow, orexamlneanitemor trea-
sure.
The spectator has a large central eye and four smaller eyestalks
protruding from the top of its hovering, spherical body.
Combat:
The spectator is difficult to surprise, as it has a sur-
prise modifier
of +2.
Since the spectator is basically
a
passive
creature, it attempts to communicate and implant its suggestion
as its first act, unless it is immediately attacked. In close combat,
the spectator can bite for
ld4
+1 points of damage.
The creature's body is covered in tough hide and thus is AC
4.
Any blow is 70%likely to hit the body, which contains all of the
beast's hit points.
Hits on the eye stalks (AC
7)
occur
20%
of the time, while hits
on the central eye (also AC
7)
happen only 10%of the time. Any
hit on an eye or eye stalk destr oy
it;
a spectator blinded in every
eye cannot defend its treasure
and
teleports to the outer plane of
Ntrvana. This is the only condition under which it leaves its post.
Its eyes regenerate in one day and then it returns. If the treasure 1s
gone, the creature
again
lea= for Nirvana, never to return.
The spectator has a general magic resistance of
5%.
But when
the central eye is undamaged, it can reflect one spell cast at it per
round back against the caster. This does not apply to touch spells.
The reflection occurs only
if
the spectator rolls a successful saving
throw vs. spell.
Reflection is possible only i4 the caster is standing -thin a
60'
arc of the front of the central eye.
For example, if a mage casts a lightning bolt spell at a spectator,
the
DM
olls the spectator's saving throw to
see if
the spell is re-
flected. If the roll fails, then the spectator's magic resistance is
rolled.
Only if this roll fails as well does the lighbning bolt cause
The spellcaster is allowed a normal saving throm
flected spell and only he risks any damage. Thus, in the e
ample, if the lightning bolt were reflected, only the mage
hit by it. If the mage's saving throw is successful, he rec
damage (though a failed saving throw means he suffer
damage rolled).
The spectator has an initiative modifier of + l .
All
t
tack eyes" can be brought to bear on the same target. T
eyes have the following powers:
11: Create food and wa ter. Creating up to the amoun
and water for a large meal (up to six people) takes one fu
#2:
Causeserious wound s. Inflicts 2d8
+3
points
of
da
a single being at a range
of 60
yards. A saving throw YS. s
lowed for half damage. This attack has a casting time o
13: Paralyzation ray. Range
of
90 eet, one target on
tion 5d4 rounds. This attack has a casting time of l:The s
never attacks a paralyzed character; the character may
allowed to
go
his own way if he leaves in peace.
4: Telepathy. Range 120 feet, only one target. Com
tion is possible in this way. The beast can also plant
a
sug
the target fails a saving throw vs. spell. The suggestion
to
leave in peace, and it has a casting time of
1.
Commu
takes twice as long.
HabitatiSociety: If properly met, the spectator can
friendly. It will tell a party exactly what it is guarding ear
conversation so that there is no argument. If its char
threatened, it can be very amiable and talkative via its t
Spectators move by a very rapid levitation in any d
They will drift aimlessly when asleep
(20%
likely when
tered),'never touching the ground.
Under rare circumstances, a powerful mage might ha
moned two spectators to guard a particularly valuable
In this case, there is no chance of surprising the creeture
sleep in shifts.
On the plane
of
Nirvana, spectators live in larg
to
1,ObO
ndividuals, using their eyes. to create vast
8/18/2019 Monstrous Compendium (1)
7/68
:
The treasure being guarded is
90%
likely to be a magi-
of
at least 15,000 gp. If the spectator gains
is
not part
of its
it freely allows this to be taken. Incidental treasure
as follows: 40% for 3-300 coins of mixed types,
forld6gemsofXI-gpbasevalue.
20% forld4potions. 15%
+lpieceofarmor,15%fora +lweapon,andS% foramis-
1,ooOXP
or
less.
V with the material component of three or more
beholder. (The chance of success is 10% per
commanded only to guard some trea-
r duty, and if commanded to undertake
r task, it returns t o Nirvana immediately. If i ts guarded
isever destroyed or stolen, the spectator is released from
ce and retums to Nirvana. The summoner may take the item
erference from the spectator, but this releases the crea-
ack to i"vana.
is believed to be a distant relative of the beholder, al-
s has never been proven. While it is quite similar to that
o feed on the energy
of
magical objects makes
.
th is normally five feet in diameter
generally brown
in
color, mottled with purple and grey. A
of
hard flesh provides the creature's body with an AC
in
the center of the gauths forward hemisphere is its
isAC
7.
e central eye is surrounded by a ring of smaller eyes that are
). These eyes provide the creature with normal
90
feet in darkened
he underside is the beast's fearsome mouth with
its
accom-
cluster
of
four feeding tendrils, while the top is adorned
of six eye stalks. Both the eve stalks and the feeding
id ds re AC
2.
I
When
a
gauth moves into combat, it begins
to
glow,
if it were the target of a faerie fire spell, to attract the at-
on of its fog. Any creature distracted by this runs the risk of
caught in the beam of the gauths central eye. A creature
meets the gaze of this great eye must roll a successful saving
a -
penalty, or be affected as
if
the victim
nd spell.
s to bite with its great maw, its sharp fangs n-
of
damage. The four tendrils around the mouth
as
if they had a Strength of 18, but they
enables them
1
it point every two turns.
in combat can also employ its six eye stalks. Although
le when not in use, they are usually all
ex-
ded prior to the start
of
any conflict. T he m eyes have the fol-
This power has a 30-foot range but
is
as
the 4th-level priest's spell, inflicting 2d8
+1
of damaee.
serious
wounds:
-?his
power has the same effects as the 6th-level
Cone
of
cold: This terrible Dower is similar to the 5th-leve
wizards spell. It causes 3d4 points
of
damage and has an area
of
effect five feet wide at the base, 50 feet long, and 20 feet wide a
the mouth. It can be used only three times per day.
This eye can unleash a straight bolt of light
ning from the eye outward to an 80-foot range. It inflicts 4d4
points of damage, although a successful saving throw vs. spel
cuts that in half. This power can be used up
to
four times pw day
and is otherwise similar to the 3rd-level wizards spell.
This eye can affect a single target up to
40 f
away from the gauth. If the target fails its saving throw vs. pa
ysis, then it is unable to move. Only a dispel magic spell can
f
the victim from the effects of this eye.
Perhaps the most feared of the gauth
powers. this ability permits the gauth to drain charges from mag
cal items. It has a 40-foot range and can be targeted on one indi
vidual per round. In addition to preventing an object from
functioning for the duration of that round, this power drains one
charge from any charged object. Permanent objects,
such
asmag
ical swords, are rendered powerless for one round by this ability
Artifacts are not affected by the dweomer drain.
In addition, this eye has no effect on spells that have been mem
orized (but not yet cast) and does not break the concentration of
a
wizard engaged in invoking
a
spell. It
does
neutralize any
spel
cast by its target that round, however.
A dispel magic spell cast on any of the gauths eye stalks pre
vent its use for ld4 rounds. The central eye, any fully retracted
eye stalks, the body's ability to glow, and the gauths natural levi
tation are not subject to harm by such a spell.
If a gauth is slain, its magical energy is dissipated. Usually, thi
is a harmless event, but there is a 2% chance that it is cata-
strophic, inflicting 4d4 points of damage to all creatures within
ten feet. N o saving throw is possible against this damage.
Gauth are immune to their own powers and to those of othe
Lightning bolt:
Paralyzation:
h e o m e r drain:
gauth.
Society/Habitat: Gauth prefer to dwell in dark caves and ca
verns, coming out only to feed on livestock. They are cunning
enough to avoid taking from the same herd and try to avoid insti
gating any organized attempts to kill them.
Although gauth are not known to fight over territories or prey
they do go to great lengths to avoid each other. Even when they
encounter another of their kind in the wilderness, t h v
A -..
a
nore them utterly.
Ecology:
A gauth can survive by eating livestock and such, bu
it greatly prefers to devour magcal objects. In some unknown
manner, the creature is able to absorb magical energy and feed on
it. Each turn that an object spends in the gauth's stomach causes i
to lose one charge A permanent object isrendered inoperative af
ter one day (but artifacts are not affected).Magical objects tha
cannot be wholly digested by
a
gauth are spat out after they hav
been drained
of
all their power.
Gauth are thought to live a century or
so
and then die of some
thing akin to old age, Within
a
week of their death, however, two
young gauth emerge from the corpse after devouring much
of
it
Although smaller than their parent (each has
2 + 2
or 3+ 3
HD
andabitethatcausesonly2d4pointsofdamge) hey haveall th
powers
of
a full-grown adult.
Various portions of a gauths body (the eyes, primarily) ar
uch sought after by mages who wish to understand the bioiob
: of these mysterious creatures.
8/18/2019 Monstrous Compendium (1)
8/68
Belnbra (Tnngler)
CLIMATEITERRAIN: Tenmerate forests
FREQUENCY: Rare
ALIGNMENT: Neutral
NO. A P P E A m G :
ARMOR CLASS:
1
-2 (head)
MORALE:
XP VALUE
Champion (15-16)
975
The belabra, also called "tander," is a most unubual creature.
highly sought after because i t can sometimes be domcsticated.
The typical belabra has a larze. hemispherical shell that mea-
sures some two feet
in
diameter and is generally black or dark
grey m color. Extending from the underside of the shell are the
creature's rubbery tentacles, its deadly grey b e a t and its pale
white belly. The monster's four eyes extend abo e
its
shell on
short eye stalks.
Combat: When in close combat, a belabra bound about so that
it can shield its soft underside with its hard shell. &en given an
opening, the belabra attacks either by bounding at its targets and
ramming them with its shell or by entangling the d in its barbed
tentacles and tearing at them with its beak.
confronted by a strong crosswind, this distance lis cut by ten
Whether or not the roll is successful, the victim Quffers d4 +2
points of damage from the barbs that cover the tentacles. The
grip of the tentacles causes no damage unless the Bnsnared crea-
ture attempts to break free.
tim has been ensnared.
Injured tentacles release a spray of the creature's gr
blood, which causes all humans, elves, and halflings w
feet to roll saving throws vs. poison, with -3 penaltie
who fail their rollsare partially blinded and overcome b
ing fits. They also suffer a -4 penalty to their attack
their Armor Classes are worsened by 2 for 3d8 rounds.
HabitaVSociety The belabra is a solitary creature that
primarily in wooded regions throughout the worlds t
regions.
When at rest or waiting for prey, the creature draws its
side its shell and remains perfectly still. In this position,
mistaken for a large rock by the unwary. The belabra can
prey by both sight and scent.
Biologically, the belabra are most unusual creatur
have only one sex, although they are not truly asexual
aeature cannot reproduce. The offspring begin as buds o
ner wall of their parent's stomach. Here they gestate for
months before being ejected by the parent.
Ecology:
If
taken at a young age, a belabra can be t
obey simple commands and act as a guard o r hunter. If so
it identifieswith its master and remains with him even in
of battle. Morale rolls are required only if the situation
ally dangerous.
Training a captured belabra takes 4d4 weeks and re
skilled instructor, a number of live animals (to serve as
kills), and the frequent presence of the person who w
creature's master. Adverse conditions can areatlv ex
training period.
Once their trainina is comuleted. the belabra can be e
in the same m anne r s an at'tack dog. A young belabra
been raised for two years can be taught to capture and ho
tim without trying
to
kill it.
A
captured belabra young is worth some
1,500
gold
8/18/2019 Monstrous Compendium (1)
9/68
balann
VPrV
rare
Any land or the Astral plane
- - -
---,
- - -
._
chaotic
evil
APPEARING
CLASS:
vIOVEMEN
*ITDICE:
OF ATTACKS:
AITACKS
IC RESISTANCt:
p
VALUE:
The berbalang is a dark and evil creature that spends most of its
a comatose state while its spirit wanders the Astral plane.
o our world, it does so only to feed on the
of humans who dwell near its hiding place.
A typical berbalang is a gaunt biped with black, leathery skin.
ich provide the berbalang with infra-
120 yards, are watery and white in
color.
Two
d, bat-like wings sprout from the creature's back and enable
o fly with great speed and agility.
:ombat:
When a berbalang or its projection (see below) is en-
.ountered and forced into combat, it makes the most of its ability
fly. When it strikes, it rips at opponents with its keen claws and
to bite them with its needle-like teeth.
If
a berbalang's projection is hit, it immediately takes flight and
empts to flee from the battle. The projection is immune to
sleep, and hold spells.
The berbalang is
a
most unusual creature. The
majority of its life isspent in
a
death-like trance that permits
t will throughout the Astral plane.
lf and engages in its complex courtship and mating rituals.
If the body is discovered or disturbed in any way, the berbalang
of this and returns to defend itself. Because of the great
g's spirit may have to cross to reach
ds). If the body isdestroyed before the berbalang can defend
ral spirit is also slain. For this reason, the berbalang
seclude and protect the resting place of its physical
Once per month, on the three days of the full moon, the berba-
this time, the
its trance slightly and manifests an exact duplicate
known as a projection. Once the projection isformed, it
t forthinsearchof theberbalanz'sonlvfood-afreshlv slain
The projection, which is controlled directly by the berbalang.
up to three miles from its body. If the projection must
I
If the projection is hit or suffers any injury during its quest fo
food, it takes flight at once and flees. As quickly as possible, th
berbalang guides its projection back to its resting place. If the p ro
jection is destroyed, there is a 75% chance that the shock to th
berbalang's system will prove to be fatal for it as well. If the pro
jection is only injured, but not slain, the berbalang cannot man
fest another for a number of days equal to the number of h
points it lost.
When the projection returns to its master, it is dissipated. Ad
venturers who have followed the projection to finish it off ma
well be shocked to find themselves confronted by a healthy be
balang.
If the berbalang isnot discovered and destroyed, it will eventu
ally seek to avenge itself upon those who interfered with its feed
ing. Although there may be a lull while the body of the berbalan
recovers from the shock of the attack on its projection and is ab1
to send forth another, retribution is a certainty.
If the projection was forced back to the body
or
destroyed be
fore it could find prey to feed upon, the berbalang will send fort
another, as soon as it is able, to satisfy its hunger (regardless o
the phase of the moon) before seeking its revenge.
Ecolopy: When the projection kills a human, it picks up th
corpseandbeginstoreturnwithit toitslair.Asitdoesso, thebe
balang itself awakens from
its
trance and the projection begins
t
feed on the body. By the time the projection has reached the be
balang's hiding place, the body has been all but stripped of fles
and the berbalang's hunger has been satisfied.
In order to avoid drawing attention to itself, the berbalang usu
ally moves its lair every three or four months. At this time,
moves only during the night and avoids any confrontation if
can. Thus actual contact with the berbalang itself, as opposed t
its projection, is minimal.
There
is
no record of anyone discovering how the berbalang
able to derive sustenance when only its projection feeds on th
slain humans
it
hunts. Likewise, the exact process by which th
berbalang is able to mate and reproduce when its only contac
with others of its species takes place in a spiritual form on the
As
tral plane remains a mystery.
8/18/2019 Monstrous Compendium (1)
10/68
Temperateor tropi
al
jungles
CL1-EmE-IN: and fow.te
4
.
-
. _ _ _
ALIGNMENT:
Neutral
DAMAGUATTACK
SPECIAL ATTACKS:
%e bhaergala isa large predator that roams temperate and tropical
jungles or woodlands in search of prey.
I t is
greatly feared by trav-
elers k a u s e of its londne.is for human, elven, and satyr prey.
A bhaergala looks something like a cross betw en a wolf and a
lion. although
i t is
clearly not related to either creature.
'
The
f u r
of
a
bhaergala gives oft
a
faint but unmistakable odor,
which has been described
as
smelling like fresh bread or biscuits.
The bhaergala can mimic the speech and songs
of
men and
elves with great skill. When hunting.
it
often uses this power to
lure them into an ambush. Most bhaergalas can speak the com-
mon tongue
of
men.
COAbat: A bhaergala usually attacks unsuspecting victims by
pouncing on them from a great height. The superior agility ot the
bhaergala enables i t to drop from as high as 60 feel without sus-
aming' damage. After that,
it
suffers d6 points
of
damage (up to
a maximum of 2Od6~or every ten feet i t falls.
When
i t
pounces on
a
victim, the bhaergala can strike
o n l y
with its claws during the
first
round. If these hit, however. they
intlict their maximum damage.
In normal combat, the creature lashes out with its two front
claws and tears at its foes with
its
powerful jaws. The bhaergala is
fearsome
in
combat and often rips great pieces of flesh from an
enemy, which are then dropped for later consumption. The
bhaergala has bern known to keep ripping apart a body that has
long since ceased fighting back.
The p,reat constitution
of
a bhaergala enables it to regenerate2
points of damage per day and gives it a + 3 bonus to all saving
throws vs. poison. Further. the creature has a
99*0
chance to sur-
vive a severe system shock.
The bhaergala has
a
limited ability to protect itself from magi-
cal attacks aswell.
U p to
four timesper day, thecreature can
t u rn
a
spell that has been directed against
it.
In these instances. the
power acts
just as
would
a
ring
of spell
tun t i i ig .
I t
is important to
note, however, that this is not an innate ability; it requires the
bhaergala to locus its attention and prevents
it
from taking any
other action that round.
van woodlands. It normally moves in on its prey from dow
so that its distinctive scent does not give it away before
strike.
When a bhaergala is encountered in the wilds, there is a
that it will not attack. The bhaergala are known for thei
love
of
song and music and can often be lulled to sleep b
ented singer or musician. The chance that a bhaergala can
dated in this manner depends upon its own belief that it
and free from any threat of attack. The base chance to
bhaergala to sleep is 25%. This is increased by 5% f the s
alone, by
5
per point of the singer's Charisma over
16,
15% if the singer is a professional or talented performer
bhaergala feels threatened, has been recently injured, at
or is hungry and on the hunt, then any attempt'at calmi
doomed to fail.
If lulled to sleep, the bhaergala naps for only ldlO rou
they never sleep for longer periods of time. When it awa
will likely give chase to the singer if it finds that he has
g
Ecolo~y:Bhaergala seek
out
others of
thej
When they do finda partner, they mate only
banks, sandbars, and
so
forth).
Six
mont
bhaergala gives birth to a litter of 2d4 cubs.
The parents remain together for just over a year to rai
progeny. As soon as the cubs make their first kill, they are
out from their parent's den and must go their own way.
the usual damage. When the last of the cubs is gone, the
also part company, never to meet again.
An adult bhaergala usually sleeps in the boughs of tall t
turning to its lair only rarely. This well-hidden den is of
caves, ruin, or similar place of desolation and serves as a
area for whatever items the bhaergala has collected ov
years. As a rule, there is little if any true treasure in the l
bhaergala. It often collects musical instruments and
makers, which are usually broken, from the bodies
of
its v
8/18/2019 Monstrous Compendium (1)
11/68
ingfish, Giant)
MATE/TERRAIN: Any swamp
Rar.3
-..
-
-
-
-
School
(up to 3 types per individual)
Nil
PPEARrmG:
nP P I
hCC.
ATTACK:
3-12
VALUE: 1,40075 HD)
3.W
(7HD)
tive of the more common lungfish that is
of the
hough often mistaken for a lizard, the bichir is actually
rks and similar fishes.
n their native envi-
They have strong jaws set with sharp white teeth and
pupil-less eyes. Their heads are broad and flat. Although
small scales, the hide of bichirs feels smooth to the
runs
down their backs to end in a broad,
ped tail.
:
when hunting on land,
a
bichir moves forward
a
snake does, until it reaches a point where it can
its prey.
As
it moves, it pauses frequently to sniff around
es, the bichir lunges forward to snap with its pow-
harp teeth. Despite the size of its maw, the bichir
by a creature that it can not overcome or if it is
ing its victim, the bichir can cast an entangle
This spell can be used as many as six times per day and has a
60
yards; it is otherwise identical to the priest's spell of
use of
the entangle spell to
from danger or to aid it in defeatinga creature more powerful
a natural resistance to magical spells
their effects, it greatly fears such attacks. When confronted
s that clearly have magical abilities, the bichir will ei-
e or, if that is impossible, attempt to ambush them.
Bichir are able to dwell with equal ease in wa-
d. They have lungs for breathing and swim bladders
ch like those of fish. When they move about in the water, they
ad strokes of their wide tail fins. On land, thev use
bodies behind them.) When on land, they must keep their sk
moist and so never stray far from water.
Bichir live in small schools, although only those on a hun
normally encountered. When hunting underwater, the bichir
its keen eyesight to track its prey. The favori te food of a bich
the flesh of lizard men, which they find to be a great delic
Bichir also enjoy a wide variety of frogs, fish, and insects. T
have been known to hunt large animals
as
well and can dev
creatures
as
large as a nine-foot-tallhumanoid,
Because of the unusual structure of their eyes, they can
clearly as far as
80
yards when submerged.
Of course,
unusu
murky
or
muddy water can greatly reduce the effective rang
their sight. On land, their eyes are far less effective, seeing
only 20 yards.
Conversely, their sense of smell is more acute on land tha
the water. When hunting out of the water, the bichir can sm
prey as far as
90
yards away.
In
the water, however, they can o
smell creatures within 20 yards.
When
in
the water,
a
bichir can also sense even the most min
of vibrations. In fact, bichir have been known to move towa
faint vibration whose source was as far as half a mile away.
Ecology: The bichir breeds whenever its swamps are floo
(by spring run-off, for example). Males and females have b
known to cross great distances to find each other for mating
The young, from
1
o
3
in number, are born three to six mon
after the mating. These newt-like creatures typically have an
mor
Class
of
8,
a movement rate of
3
on land (or
12
in the wa
and
2
or
3
Hit Dice. As a rule, their bite inflicts only Id 4
1
po
of damage. They can employ their ability to entangle only th
times per day, but they have their parents'
full
magic resistan
Although the bichir cannot talk and have no language of t
own, they have been known to emit an open-mouthed pan
noise that is quite unusual and can be heard for great distance
is believed that they
use
this sound to signal each other
or
att
ront fins to move about much
8/18/2019 Monstrous Compendium (1)
12/68
Temperate fresh
Rare
I
NO.APPEARING: 1
ARMORCLASS:
5
The bunyip isa large aquatic animal that ha
teristics of both seals and sharks. Unlike the
there is an 80 chance that it attacks the creature
moved and swallowed by the bunyip. The
OM
sh
which limb is lost in accordance with the exact
s
random manner.
(50
chance) entera feedingfri . nd begin attacking any
it comes across. In such cases, the bunyip receives a bonus
o
to its attack rolls. However, because the bunyip is unable to p
erly defend itself while in a feeding frenzy, its enemies also re
a bonus of +2 on their attack rolls.
HabitaVSodety: The bunyip is a solitary creature that sp
much of its time swimming about and harassing other creat
Bunyips prefer to dwell in open water, such as lakes
or
rivers
can sometimes be found in swamps and marshes.
The diet of a bunyip is made up primarily of fish and
aquatic creatures. From time to time, they have been know
lunge at creatures on the edge of the water or a t low-flying
and such, but this is done only when the local food supply is
Ecology: Once per year, a bunyip seeks out a mate and the
travel to the sea. Once they reach salt water, the female u
goes slight physiological changes and the actual mating oc
Three months later, she gives birth to a single pup that rem
with her
for
the first two years of its life. Shortly after the p
born, the father leaves, returning to his former home to awa
next mating season.
When the pup is old enough, the mother turns it out and
the father, returns to her former home. At this point, the pu
only 3 Hit Dice and its bite causes only ld 4 points of damag
all other ways, however, it is similar to its parents.
For the next three years, the pup will be too young to m
With the comingof its sixth year, however, it will join the bu
mating rituals.
Although bunyip meat is safe for human consumption, it
usually oily and rather strong tasting. Thus they are not hu
by most cultures.
The hide of a bunyip can be made into a rugged leather,
has no special qualities to set it above other, easier to hunt
mals. This being the case, the bunviu is also free from molest
8/18/2019 Monstrous Compendium (1)
13/68
h v
and I
, -- -
APPEARING:
1-4
CLASS:
P
.
look much like worm
e large, glistening black eyes and a sucking tube for a
d are a pair of tiny forelegs of considerable dexterity. With its
legs, a burbur can climb, grip. and manipulate objects. A bur-
will
be very bloated and mmewhat sluggish.
yellow in color and have soft, moist skin.
smelling like cinnamon.
consume many vari-
f slimes, mosses, and molds that might otherwise cause
hann
to other creatures.
Burburs are very gentle and harmless creatures as far
unanoid races are concerned. They feed only on slimes,
r mosses and are wholly unable to inflict damage on any
s to feed, a burbur simply crawls
out
onto the
begins to siphon up its meal. Each round that it feeds,
inflicts 2d4 points of damage to the slime, mold, or
consuming. Once the burbur has scoreda hit against the
A burbur ceases feeding after it has
thrice its
own
initial value.
example, a bmbur with 4 hit points will be sated after it
has
12 points of damage to its victim.
ur is utterly immune to the attacks of such creatures as
, obliviax moss, and brown, yellow, or russet
addition, it finds these creatures o be delicacies beyond
and violet fungi, although it finds these creatures utterly
I
HabitawSociety: Burburs wander constantly m search of
Although they are normally found alone, they have been kn
to gather in groups of as many as four ndividuals o feed on
gle slime, mold, or moss.
Once every year, usually in the spring, a burbur will beg
swell m size. At this point it develops a bdge at the end of it
which forms into a second head. As the second head forms, a
of forelegs begins to grow out from the body. Shortly there
the burbur splits in half to form
two
separate creatures.
The burbur ISmuch sought after by adventurers
k%?creatuies a useful ally when they do battle against s
and similar horrors. As a rule, burburs are extremely docil
do not attack their keepers or stray unless they are underfe
order to keep a burbur content
so
that it
does
not seek to e
its owner, it must be allowed to feed at least once per day.
In the marketplace, a captive burbur can be sold for as mu
1,000 gold pieces.
Although a small and defenseless creature like the bu
might normally be expected to fall victim to a wide varie
other predators, this is not the case. Most animals have lon
learned that eating a burbur can be a painful and, often, fata
take. If the burbur has recently fed, most creatures &at con
it are affected as if they had come into contact with the cre
the burbur recently fed upon. Thus those animals foolish or
gry
enough to devour a burbur have been weeded out by na
selection a long time ago.
Burburs often build small lairs that they visit from time to
to rest and recover from injuries.
As
a rule, these are locat
out-of-the-way places and, as often as not, are protected by
creature the burbur is immune to. For example, it is not un
mon for a burbur to seek refuge in the midst of a yellow m
creeper's coils.
A burbur isaffected n&mally by oozes. jellies. poi--{ ;
Gq22 . I
*?. .
.
.
vapors, and other creatures, as well as by spell attacks.
i
.
i
i
.>%'.'~,
,
. , <
-
. y
2
.*c,.:
,
5
,..:.
.:?$J&~.-
,
8/18/2019 Monstrous Compendium (1)
14/68
Crawling
I
ATTACKS:
is
frequently employed as a
mages
and priests who have learned the secret
itscreation.
No slngle description of a crawling claw is possible as they are
-t d o r m m
appearance. Since claws are the animated remains
hands or paws of living creatures, they are apt to be found in a
ot shapes and sizes.
When a claw detects a potential victim,
it
leaps to the
it
may not appear
to
be capable
of
ruch a feat,
great strength enables
it
to do
so.
The maximum distance a
is 15
eet.
Onceaclawlandsonitsvictim.
itattacksinoneoftwoways. If
is wearing metal armor. the claw delivers a powerful
ow that inflicts ld4 points
of
damage. Against those who are
armored (or only wearing leather) the claw can employ its
of
attack causes
points of damage.
In
some cases.
a
claw may be instructed to attempt to strangle
cyaof avictim.Inanysuchcase. theDMshould
of
the situation and determine how much.
i f
Claws are immune
to
any form of death magic or
raise
dead
a
resurrection
spell renders them immobile for a
of turns
equal to the level of the caster. Claws have the
to cham ,
sleep,
and
hold
spells that undead do,
to
turning.
control undead spells,
or
spells
make claws brittle so
to
damage them are increased by 1point per die.
Edged
weapons
inflict o n l y
half damage on a claw; all magical
eapons c a w damage
as
if
they were not enchanted
in a n y
way
hit
bonuses
still
apply).
. .
Crawling claws are nothing more t
paws
of
once-living creatures. As such, they
ve no culture or society to speak of. Despite this. crawling
Thistakestheformof a basictelepathiclink betweenallthe
of
a single "batch:' Whenever one claw finds a victim. all
others in the area who were made at the same time move
help it.
concert with each other to move large
use five pounds per claw as
a
reasonabl
can be moved.
In addition, claws that have been instructed to do so can
Ecology: Crawling claws can be created by any mage
or
who has knowledge of the techniiues required to do
so. To
with, the creatpr must assemble the severed limbs that are t
mated. The maximum number of claws that can be created
one time is equal
to
the level
of
the person enchanting them
hands
(or
paws) can be either fresh, skeletal, or
at
any stage
composition in between.
Claws can be controlled in one of two ways: directly or vi
grammmng. The manner of
a
claw's control must be spe
when it is created and cannot be changed thereafter.
All
claws in a particular batch must be controlled in the
manner.
Programmed claws are given
a
single, brief instructio
they attempt to carry out to the best of their ability. The
mum length
of
the programming, in words, is
15
plus the le
the creator. This programming sets the conditions under
the claw attack. A sample command might be: Kill ahyone
me who opens this chest.
Directly controlled claws are manipulated by the thoug
their creator. The mental effort of controlling claws is quite
and cannot be maintained for more than three consecutive r
without
a
one-round rest. Further, the range of such con
limited to ten feet plus five feet per level of the creator. A
controlling claws cannot undertake spellcadting or any oth
tivity. Injury to a controller does not break his control unle
consciousness results.
If
direct control is broken forsome r
8/18/2019 Monstrous Compendium (1)
15/68
Any subterranean
Verv rare
Chaotic neutral
. APPEARING:
1-4
CLASS: 3 (1)
DICE:
RESISTANCE:
Nil
L
(8'
long)
Elite (13-14)
VALUE:
1,400
are fiendish horrors that dwell in dark places far be-
the surface of the earth. They generally seek to kill those
u n l e s s
they can
think
up some other, more
way to punish interlopers.
common black cloak. The monster's
s of black eye spots
running
down it that look
and the two ivory-colored claws on its upper
be
mistaken for bone clasps.
urls itself and moves to attack, however, its true
all too obvious. At this point, its white underside
onstei's face is fully visible. This face, with the
of its
two
piercing, red eyes and the needle-like fangs that
is
a truly horrible sight. At this point, the monster
uncurls the whip-like tail at its trailing edge and begins to
it back and forth in anticipation.
When a cloaker strikes at its victim, it moves with
speed. Without warning, the cloaker flies at its target
ure that falls victim to this attack is all but help
s and can be bitten easily (no roll required) for ld4 points of
e plus the victim's unadjusted Armor Class. Thus, an ad-
5)
suffers ld4+5 points of damage
Shields offer no protection from such attacks.
ouring its chosen victim, the cloaker uses its two
tail attacks to inflict ld6 points of damage on those
e in to help rescue the captive. The tail is AC 1 and
can
off if
a total of 16points of damage are inflicted upon it.
ttacks made on the cloaker inflict half their damage to
as ireball,causefull damage to both the monster and
oaker can also emit a special subsonic moan of increas-
ities. Although this power is blocked by stone or other
be very effective in an open chamber.
of th is moan is to cause a -2 penalty to the victims' attack
damage rolls against the cloaker. Further, any creature th
forced to listen to the moan for six consecutive rounds is tem
rarily forced into a trance that renders it unable to attack o
fend itself as long as the moaning continues.
The second intensity of moaning acts as a
fear
spell. All
tures within
30
feet of the cloaker must roll a succ ~~ sfua
throw vs. spell
or
flee in terror for two rounds.
The third intensity of moaning causes nausea and weak
and affects all those in a cone 30 feet lonq and
20
feet wide
open end. Anyone caught in this area must roll a successful
ing throw vs. poison or be overcome by nausea and weaknes
ld4+1 rounds. During t h i s time, those who fail their sa
throws are unable to act in any manner.
The fourth and final intensity of moaning acts as a hold pe
spell. This power can be used on only one person at a time, h
range of 30 eet, and lasts for five rounds.
Each of the various effects of the cloaker's moan can be de
ed by the
use
of a
neutralize
poison
spell on a victim.
Cloaken also have the power to manipulate shadows. Kn
as shadow shifting, this power can be used in a number of w
but in only one particular manner at any given time. The clo
can employ its shadow shifting ability to obscure its oppon
vision, thus bettering its Armor Class to
1.
Or the creature
produce precise images from the shadows that can be use
trick its adversaries. One common means of employing thes
ages is to create a duplicate of the doaker to draw away en
attacks. If this method of shadow shifting is employed, it ca
treated as a mirror image spell that creates ld4+2 images.
A light spell cast directly at a specific cloaker blinds it and
vents it from using its shadow shifting powers.
HabitaVSociety: The thought processes of doakers are ut
alien to most other life forms. As such, they can only be com
nicated with by mages who have devoted long hours to tra
their minds in the arcane discipline necessary to understand
8/18/2019 Monstrous Compendium (1)
16/68
Darkenbeast
LIMATE/TERRAIN: Anv I
I
The darkenbeast, also known as the death
mal that has been magically transformed
Combat: The darkenbeast attackswith either its fa
gs
or
a
com-
bination of angs and claws. The bite inflicts3d4 p
,"
nts of dam-
Darkenbeasts suffer a -1 penalty to their attack I
age while each claw causes
ld4
points.
posed to bright light.
. .
These creatures operate under the telepathic direction of the
mage who created them and thus do not check for morale. They
are immune to mind- or monsteriontrolline svells. The" cannot
I
be summoned by another wizard. However, if a d rkenbeast is
ordered to attack its normal master (for xamrrle.
a
8 e
s
owner)
the beast resists the order
if
it rolls a succesdh sav&-throw v
soell. In this case. the creature remains as a dark beast but it
again acts as its normal self and obeys its true mast r
t .
(Le., at night orindoors).The transformation lasts
exposed to daylight; at that time any living or dead
revert to their natural form.
Darkenbeasts automatically obey the telepathic commands
of
their cwator. thus thev
do
not need to be trained or controlled
bv
Regardless
of
the nature
of
the original animals use
darkenbeasts are carnivorous. Because the spell uses
loc
mals, the mage gains several advantages over using other, p
nent beasts. He can replace his creations
as
needed; because
daylight reversion, darkenbeasts leave little trace
of
their
ence; adventurers who slay the monsters face the wrath
livestock's proper owners when they discover their animals
Ecology: Darkenbeasts are useful when a mage needs al
distractions to use against a foe. Mages dwelling in subterr
regions away from daylight may keep
a
permanent p
darkenbeastsas guard animals.
Create Darkenbeast
4th-Level Wizard Spell
(Alteration)
Range:
10
yards/level
Components: V,
S,
M
Duration: Special
Casting time: 4
Area of Effect: Special
Saving throw: None
This spell enables a mage to transform one or more mam
into darkenbeasts. The animals to be transformed must a
within a 20-foot-diameter circle. The spell automaticall
fects ordinary, nonmagical mammals of animal or s
intelligence. Animals with an Intelligence
of 5
or more g
saving throw to resist the spell. Only animals
of
2 Hit Di
less are affected by this spell. Humans, humanoids, and d
humans are immune. The mage can transform one anima
each level of his experience.
The spell can be cast only in darkness Le., night, insid
underground) and its effects last until daylight strikes
darkenbeast, At that time, the creature automatically re
to its true form. Slain darkenbeasts
also
revert at this t
The spellsun ay or a magical sun sword breaks the spell, b
8/18/2019 Monstrous Compendium (1)
17/68
Crimson
RAIN: Bogs, swamps
Neutral
evil
1
I I I I I S U ~ucdoi 1s
a
maievoienr, vaporous creature mat rems
ly fluids of its victims.
of the crimson death isa humanoid-shaped cloud of
It is difficult to distinguish if seen against fog and
to infravision. During this time, the creature has
bonus of
+ 4 .
When the creature is fed, it develops a
visible by normal or infravision. The
humanoid features. The fingers elongate into ten-
s when it is feeding.
's language
is
a barely audible series
of
whis-
It can communicate with other vaporous beings such as air
es with humanoids only
i
it
is
their
.
i t :
ine monster attacks only to
tew
or aetend melt. It
nds its victim with vaporous tentacles. Whenever it hits,
....
t a c h
drain bodily fluids and cause 3 d l O points of damage.
0) nd can be struck
+2
or better. After feeding, the crea-
4) for six turns. At this time the creature
moves more slowly(FI6 ) ,and can be struck by magical
+1
or better.
imson death dies, it immediately dissipates into the
a grotesque
carry loads by levitating anything
its vaporous mass. Despite its vaporous nature,
esses strength equal to a normal human. It
t equal to an adult human. If it at-
s to pick up a struggling victim, it must make a successful
k roll for each round it carries the person. Failure means the
o the ground (suffering damage appropriate to the
f the fall).
The crimson death dwells in the boes and
The crimson death is a secretive creature. It prefers to feed
solitary beings, since these are easy to sneak up on and have
allies to lend them support. If several people are present, thecri
son death tries to pick off the guard while the others sleep; it th
feeds on the others at its leisure. In order to conceal its presen
the crimson death disposes of corpses in its lair or a deep bog
It maintains a lair in a thicket, undercut bank, or a hollo
space under a windfall. There the monster stores the valuable
collects from its victims. These can
be
used as bribes for huma
oid allies or bait for intended victims. The lair may also conta
the remairis of past victims.
The crimson death prefers to feed on humanoids. It norma
requires one victim per week. If more people are available, t
monster may feed continuously until destroyed or driven off.
Legends tell of a connection between crimson deaths and ya
pires. One tale suggests that, when an undead vampire is d
stroyed, its spirit is transformed into
a
crimson death. Anoth
tale suggests that, when a vampire is created, the monster's l
soul is reborn elsewhere as a crimson death. This legendalso su
gests that a vampire may be restored to normal life if it is rejoin
by its crimson death counterpart. A third legend says that e
tremely evil air elementals are condemned and cast
Prime Material plane in the forms of crimson death:
Ecology: The crimson death is a dangerous predator that roa
the swamps like
a
lii-ing ghost. A crimson death can be collec
and imprisoned in an airtight container. This does not harm it.
crimson death in such a container may be mistaken for, or m
labeled as, a bottled djinn or magical vapor. If someone relea
the crimson death, the starving creature immediately attacks
unwitting rescuer.
Crimson deaths are aware of the advantages of alliances. Th
may agree to cooperate with evil humanoids who can provi
them with a steady supply
of
victims. They make excellent all
for those dwelline in
or
near their lairs.
.
,
, .
.
,,
.~ ..
,
s where chill and damp prevail. The creature is nearl)
8/18/2019 Monstrous Compendium (1)
18/68
Dinosaurs
("lizard-hipped dinosaurs") and ornithischians
osaurs"). All carnivorous dinosaurs fall into t
homed dinosaurs fall into the
an be found intermingled on some alternat
ing creatures encountered by adventurers.
Wh
re drab or blend in with their surroundings
are some of the smaller reptile spe
their own. Once hatched, the baby dinosaur immediately
to findsomething toeat, aninstinct that drivesit for itsen
An individual might range over thousands of miles, mov
sonally to find food, or it might settle down and spend it
life in an area of only a few hundred square yards. Some
dinosaurs are territorial, attacking outsiders on sight.
Ecology: Placing dinosaurs into a campaign requires n
planning-and
no
less-than that required fo r includ
other type of monster. Scientists do not clearly understa
dinosaurs disappeared on some worlds, but i those eve
not occurred, these giant reptiles would still be roaminz a
search of food.
Dinosaur Family Tree: Faced with only an alphabetica
it can be difficult to determine the interrelationshipsbetw
various species described here. The following paragraph
the creatures listed here into family groupings.
The dinosaurs proper include the ornithischians and
chians, distinguishedfrom each other by the underlying s
their hip bones. Other relatives in
the
followingpages inc
pterosaurs, or flying reptiles.
A few fishes and turtles have
also
found their way in
pages, on account of their ferocity, size, and primitive sta
velopment.
han tho&
of
their larger cousins, but the teeth are every bit as
Most herbivorous dinosaurs defend themselves with built-
Fishes: Dinichrhys
ReDtiles: These
inLAuur ay . IVYDIW I
IIIcIuIIIa
llylLIca a
ng or sheer sue, but even these can
. .
toises), ichthyosaurs, placodonts, plesiosaurs, and lac
(lizards), as well as the archosauromorphs and the lat
dinosaurs"-the saurischians and ornithischians, and the
tives the thecodontians and pterosaurs.
Synapsids: These forerunners
of
the mammal-like
include the pelycosaurs and therapsids.
Pelycosaug: Dimetrodon
Chelonia (turtles and tortoises): Archelon
Ichthvosaurs: lhmodontosaurus
us dinosaurs are likewise insatiable eaters, but they tend either
ignore anything that appears both inedible and nonthreaten-
Placodonts: Nothosaurus
Plesiosaurs: Elasmosaurus, vlesiosaur
nd these sorts are dangerous, notably the ste
The larger marine dinosaurs might overturn
he "fo od aboard, or they might snatch
u s u s
of passing
ships. Land carnivores
hat looks or smells edible, ceasing pursuit
on1
re out, but dinosaurs could
be
found virtual1
Most dinosaurs are solitary in their habi
Lacertilians (li :Mosasaurus
Archosauromt Tanystropheus
Thecodontian.; I lese include the ear
Omithosuchians: Euparkeria
Pterosaurs: Pteranodon, pterosaurus
Saurischians: These include the coelurosaurs (ance
the birds), carnosaurs, prosauropods, and sauropod
ch
as
the omithosuchians.
Coelurosaurs: Compsognathus, deinonychus, p
saurus, struthiomimus
Camosaua: Allosaurus (antrodemus), cer ak
dilophosaurus, megalosaurus, teratosaurus, t
saurus
Prosauropods: Anchisaurus, massospondylu
teosaurus
Sauropods Brachiosaurus, brontosaurus (ap
NS), camarasaurus, cetiosaums, diplodocus, m
chisaurus
Ornithischians: These include the ceratopians, ornith
stegosaurs, and ankylosaurs.
Ceratopians: Monoclonius, pentaceratops, s
saurus, triceratops
Omithopods: Camptosaurus, iguanodo
8/18/2019 Monstrous Compendium (1)
19/68
8/18/2019 Monstrous Compendium (1)
20/68
8/18/2019 Monstrous Compendium (1)
21/68
8/18/2019 Monstrous Compendium (1)
22/68
8/18/2019 Monstrous Compendium (1)
23/68
8/18/2019 Monstrous Compendium (1)
24/68
I
I
AIIosaurus to Archelon
I
Paleodnthus
er. This plant eater m
Archelon (Ischyras),
than
being formed of solid plates. With its powerful fr
NS, this flesh lizard is
k n o w n
to eat carrion.
hlchisam
the anchimums will not start a fight.
tail, delivering
blows of
considerable force.
8/18/2019 Monstrous Compendium (1)
25/68
)saunas
to C .mptosnurus
1-6 1-6
2-a
2-16
of damage.
ods. This great creature is the largm
of 75
feet given above is an
a
some relatives of the
as 130
feet long. The brachiosaurus ca
100 feet long and 150 tons.) To s
s spends literally all of its
in its way (causing 4d10 poin
of the brontosaur
is
65 feet
n two feet of that-a man w
six
feet tall, but have a he
tips the scale at a me
:c.
...
. .
.
..
The front legs of the brontosaurus are shorter than those in
rear. like all sauropods except the brachiosaurus. This configu
tion enables sauropods to get up on their back feet to reach
topmost leaves
of
a tree. The brontosaurus could also
use
t
ability to fight against its principal enemy, the allosaurus. T
thunder lizard could
t i l t
itself up on its long back legs, then co
crashing down onto its enemy to inflict MI0 points of damag
The brontosaurus's tail can be whipped, causing ld6 points
damage to any foe close enough.
Camarasaurur
Yet another sauropod, this swampdwelling herbivore
is
small
its
type. Itsfearfulnaturecausesit tolivein herdswithits fellow
but the creature stillpanics more easily than does a brontosauru
Stepping or trdmpling damage
is
3d10 points.
Despite being a sauropod, the camarasaurus tends to eat fe
and leaves
of
lower branches,
M it
does not compete for fo
with
its
larger cousins. Herds of camarasauri tend to migrate
s
sonally,
so
can bc found almost anywhere. depending on the ti
of the year.
To help digest its food, the camarasaums swallows roc
which help grind vegetable matter in
its
large stomach, lik
birds gizzard. Presumably, valuable genu might be found in a
marasaums's belly, but searching for one would
be
like look
for a needle in a haystack.
Camplosaurus
This slow, exceptionally dumb iguanodont is easy prey
for
a
hungry predator, typically too stupid to ~ u l lntil one
of
its nu
ber is killed. Anyone caught in
a
stampede of thew creatures m
roll
a successful saving throw vs. death ray or be crushed
.A
herd consists of small, medium, and large individua
8/18/2019 Monstrous Compendium (1)
26/68
Ceratosaurus to Deinonvchus e i
TREASURE:
ALIGNMENT:
The ceratosaurus, or “horn lizard,” is a carnosaur related to the
allosaurus and tyrannosaurus rex, but smaller in siz
.
Both heavy
andfast, theceratosauruscanmoveonallfoursor its two hind
This carnivore is unusual in that it has a horn on ts nose, hut it
does not
use
the horn for attacking-in fact, only ales have this
horn. (Those who have trouble telling dinosaurs part have no
trouble with the ceratosaurus.) The back of this cre ture also dis-
tinguishes it from other carnosaurs, for a thin line
f
bony plates
runs
from the top of the ceratosaurus’shead do to the end of
his tail,
making
the dinosaur’s back look like a gia t saw blade.
s
hunts in
packs, and is thus able to bring
down
creatures mu
i
larger than
legs.
itself.
Also unlike the larger carnosaurs, the ceratosa
Compsognhthus
Compsognathus is a very small carnivorous dinosaur, a
size of a chicken.(In act, compsognathus
IS
elated to th
known birds-if it had wings and feathers, it might be a
These &eatures often hunt in groups. Their small siz
them to hide, even
m
packs, and surprise prey-others
penalties to their surprise roll. Attacks at night might
sleeping prey, as the compsognathus tends to be noctur
When hunting alone, the compsognathus usually ea
and insects.
Deinonychu
This fast carnivore uses speed, its long, grasping fore
large teeth, and its hind legs with ripping talons in terrib
nation. It hunts by running at prey, leaping, and delive
ting rakes with its rear legs as
it
claws and bites. The jum
talon attack is gains a
+
2 bonus to the attack roll and del
points of damage. When attacking a larger creature, the
chus often jumps up on top of it, holding on with its fro
while continuing it$ horrible raking attacks.
The deinonychus has a relatively large brain for a din
these pack attacks are often successful.
Despite being 12 eet long, this dinosaur is only abou
tall. Its tail extends straight out behind it, held aloft by
cate structure of bony supports, thus allowing its
150
p
8/18/2019 Monstrous Compendium (1)
27/68
Da"
I
not a dinosaur, it thrives in the same marine habitats a
saurs, for example-its young are born live at sea, and
dontosaurus must come to the surface to breathe.
its
p
fer
of
its kind, see
Its speed and ferocity allow it to compete fearlessly for cho
This dinosaur is another sauropod, like the brachiosaurus, th
8/18/2019 Monstrous Compendium (1)
28/68
Elasmosaurus
to
Iguanodon ~'
TREASURE: Nil Nil
Nil Nil
ALIGNMENT:
Nil Nil
Nil Nil
NO.AFTEARING:
1-2
2-8 1-2
3-18
ARMOR CLASS:
7
5
5
4
1 0
with its head below water but its neck held above.
When the elasmosaurus spots its prey, it snaps it1 head down
Like the ichthyosaur, the elasmosaurus has no g~
1s.
and must
breathe air by swimming to the surface or stretchin its head
up
above the water. The elasmosaurus must crawl entir ly out of the
suddenly upon i t.
and of cot se the crea-
The elasmosaurus is carnivorous and highly aggr ssive.
I
A s m a l l
dinosaur, probably ancestor to the large4 carnosaurs,
such as tyrannosaurus rex and allosaurus, the carnivorous
euparkeria is about the size
of
a small dog.
victims
is
wounded.
it
isable to stand up on its hind legs and
run
a shorl distance.
While the euparkeria normally walks on all fours, if threatenei
G O ~ O ~ ~ U N S
This horrid creature lis probably another ancestor of tyra
NS rex. The gorgos4urus
is
a fleet, carnivorous dinosaur
aggressive instincts.
Iguanodon
The iguanodon is a more primitive dinosaur that walk
fours, but it can stretch up to reach vegetation that looks
larly appealing. The1 creature looks much like a small sau
about
15
feet tall an
30
feet long, weighing in at only fi
Typically traveli
4
herds, the iguanodon runs from
voles, but
if
corneretl it can employ its thumb spikes and
tail to defend itself.
8/18/2019 Monstrous Compendium (1)
29/68
t Megalosaurus
Wessospond
\Til
\Til
2-16
1
I 1-A 11 A
RES
I
legs.
saurus is one of the most commo
the lambeosaurus has powerful teeth
of this dinosaur grow
Megalosr
Solitary
Nil
Nil
Another common dinosaur, this seemingly peaceful herbivo
well equipped with long, sharp teeth fo r defensive biting
attacked-a common occurrence, for the beast is a favorit
such carnosaurs as tyrannosaurus, deinonychus,
allosaurus-the massospondylus delivers swift bites and t
runs away.
While this dinosaur's front claws
look
like formidable we
ons, with five long fingers and a sharp spike on the thumb,
massospondylus uses these hands only to gather vegetable m
rial for food. Like the camarasaurus, the massospondylus sw
lows stones to help grind the food that it eats.
The massospondylus is stupid, and any approach by stra
creatures might be interpreted as an attack.
Megalosaurus
The megalosaurus is another carnosaur, like the allosaurus
tyrannosaurus, but is smaller-30 feet long, ten feet tall,
weighing only one ton. While it is as able as its larger cousin
functioning bipedally, the megalosaurus often travels on
f o t m
sauro
lodocus, but much longer and
re uses its 35-foot-long nec
len d-t o browse the foliage at the
ck of any naturally occ
19
neck ve
are held together by bony struts,
bend
its neck except at the he
brontosaurus
.
This swamp
half
of
itsun-
of nearly any
The megalosaurus eats sauropods, like the mamenchisau
above, principally using its large jaws and teeth to bring do
any unsuspecting victim. The claws of the megalosaurus, w
sharp, are capable of causing only incidental damage to such
of the mamen-
immense crea-
8/18/2019 Monstrous Compendium (1)
30/68
8/18/2019 Monstrous Compendium (1)
31/68
.
..
. ..
Nil Nil Nil Nil Nil
PPEARING: 5-20 1-3 3-12 3-18
1 I5
19
17 13
or o reach the leafy crowns of ferns, pal
plant-aters are fairly heavy (about ei
panicky.
ruthlessly pursues any creature it perce
their fine Armor Class.
if driven
by hunger.
Pteranodon
Although this flying reptile typically dives
for
marine prey,
tacks anv creature that amears to be vulnerable. The oterano
has no teeth, but spears victims with its beak if they are too l
to swallow at a ZUID
The beak of atypical pteranodon is about four feet long.
creature weighs only
40
to
50
pounds, but it can carry off
four times its own weight.
Pterosaums
This ghastly looking creature has a ten-foot-long snakelike
and long jaws-truly a nightmare to behold. Even thoug
lower jaw has no teeth, it can inflict great wounds when sw
ing upon prey. The size of this dinosaur's shadow approaches
of the roc, which has a slightly larger wingspan of
60
feet..
The pterosaurus swoops down on prey from high in the
thus causing a
-3
penalty to opponents' surprise roll.
If
the p
saurus surprises an opponent, it has swooped down at do
speedtoattack(witha +4bonustoitsattackroll), andanyd
age thus inflicted is doubled. Although a pterosaurus weighs
about
75
pounds, it can carry prey of three or four times
weight.
The pterosaurus is the dinosaur soulmate of the vulture; th
ant flyer will eat carrion if nothing else suitable presents itse
8/18/2019 Monstrous Compendium (1)
32/68
of the ornithischians, the stegosaurus,or ”plated lizard,”
a large, very stupid herbivorous dinosaur with agpessive de-
nses.
t thrives nearly anywhere and is often found in plains
or
Its great plates allow the creature to defend90% of the
withfourormorebonyspikesofone
two
feet in length, has its own brain. The Stegosaurus
ear continually toward an enemy, while tucking its head
If anything near it
seems
hreatening, it reacts in this man-
creature
looks
ike
a stegosaurus with long, sharp spikes in-
es along its back and tail. It is an aggressive defender,
mainly in areas of heavy vegetation. When &tacked, its
allows it a 75% probability of being AC 3. Attack-
likely to have to suffer an attack resulting in Id8
hen striking at this dinosaur’s neck, back, or tail
nually t u rn itself so that its lashing tail can
o be a cross between a stegosaurus and a
om neck to hip sockets. Behind this, sharp, backward-pointing
to the tail tip, which it keeps turned towaid enemies,
s attackine its rear third have a 25% chance of sufferine
StNth iOlUhUS
The struthiomimus s wmivorous. It has to be very hungry
tack men, but smaller humanoids and demihumans look de
any time. It prefers ateas of tall grass as its habitat.
Styracosaurus
An aggressive plant-eater, styracosaurus charges at an
threatening. The ban? plate gives the head area an AC
of
there is a 50% chanck that anything attempting to bite it
portions is stabbed by one or more of the sharp frills of th
plate, each hill inflictihg ld6 points
d
amage,
1-3
frills po
striking. If styracosaurus charges, it tramples smaller crea
inflicting 2d8 points
c
damage.
Tanystmpheus
Resembling a snake with thin, projecting legs, the rear set w
for swimming, about half the length of tanystropheus is ne
head. The relatively shal l head and jaws are long, the latte
with many sharp teeth. This carnivore lurks along river
through the waters. Tanystro
others suffer a
-6
penalty to
with surprise, tanystropheus
the victim is under 500 pou
into the water to further attac
devour i
8/18/2019 Monstrous Compendium (1)
33/68
fierce carnivore found mainly
t
on
dry land
The teratosaurus is another c
o
be edible. This
a w s rex.
The triceratops also uses ik horns
so it is not unusual
to
on their heads.
for dominance
8/18/2019 Monstrous Compendium (1)
34/68
Dracolich
kUhlAIEJTERRAIN See below
FREQUENCY:
ORGANEATION:
Solit
TREASURE:
B.
H.
S.
T
ALIGNMENT: Evil (any)
NO.APPEARmG 1
ARMOR CLASS: See below
xs
per tormer dragon type
As
per former dragon type
HACO:
gory and also possesses a natural c
Combat:
Dracoliches are immune to
ponents than it did in its original
form;
pponents must rol
saving throws vs. spell with a -1 penalty (in addition t
other relevant modifiers) to resist the dracolichs fear aura
gaze of the dracolich's glowing eyes can also paralyze crea
within 40 yards if they fail their saving throws (creatures
level lor
6
Hit Dice] or higher gain a
+ 3
bonus to their,s
throws).
If
a creature successfully saves against the gaze of
colich, it is permanently immune to the gaze of that part
dracolich.
The attack routine
of
a dracolich is similar to that
of
its or
form; for example, a dracolich that was originally a green d
will bring down a weak opponent with a series of physic
tacks, but it will stalk more formidable opponehts, attacki
an opportune moment with its breath weapon and spells.
All physical attacks, such as clawing and biting, inflic
same damage as the dracolichs original form, plus 2d8 poi
chilling damage.
A
victim struck by a dracolich who fails a s
throw vs. paralyzation is paralyzed for Zd6 rounds. Immun
cold damage, temporary or permanent, negates the chilling
age but not the paralyzation. Dracoliches cannot drain life l
All dracoliches can attempt undead control (as per a
PO
undead control) once every three days on any variety of u
with 60 yards. The undeads saving throws against this powe
fer a -3 penalty; if the undead control is successful, it las
one turn only. While undead control is in use, the dracolich
not use other spells. If the dracolich interrupts its undead co
beforeit has been used for a full turn, the dracolich must stil
three days before the power can be used again.
returns to its host,
If
there is no corpse in range for it to PO
the spirit is trapped in the host until such a time-if ever-
corpse becomes available.
A
dracolich
is
difficult to destr
can be destroyed outright by power word, kill or a similar sp
its spirit is currently contained i
when a suitable corpse is not within range effectively d
dracolich. Likewise, an active dracolich is unable to a
If a dracolich or proto-dracolich is slain, its spirit immed
8/18/2019 Monstrous Compendium (1)
35/68
Dracolich
HabitaVSociety: The creation of a dracolich is a complex proc-
ess involving the transformation of an evil dragon by arcane
magical forces, the most notorious practitioners
of
which are
members of the Cult
of
the Dragon. The process is usually a coop-
erative effort between the evil dragon and the wizards, but espe-
cially powerful wizards have
been
known to coerce an evil
dragon to undergo the transformation against its will.
Any evil dragon is a possible candidate for transformation, al-
though old dragons or older with spell-casting abilities are prefer-
red. Once a candidate is secured, the wizards first prepare the
dragon’s host, an inanimate object that will hold the dragon’s life
force.Thehostmustbeasoliditemofnotlessthan2,OWgpvalue
resistant to decay (wood, for instance, is unsuitable). A gemstone
is commonly used for a host, particularly ruby, pearl, carbuncle,
and jet, and is often set in the hilt of a sword or other weapon.
The host is prepared by casting
enchant
an item upon it and
speaking the name of the evil diagon; the item may resist the spell
by successfully saving vs. J peuas an 11th-level wizard.
If
the spell
is resisted, another item must be used for the host. If the spell is
not resisted, the item can then function as a host. If desired,
glas-
steel
can be cast upon the host to protect it,
Next, a special potion is prepared for the evil dragon to con-
sume. The exact composition
of
the potion varies accordmg to
the age and type of the dragon, but it must contain precisely seven
ingredients, among them a pohon of evildragon control, a potion
of invulnerability,
and the blood of a vampire. When the evil
dragon consumes the potion, the results are determined as fol-
lows (roll percentile dice):
Roll Result
01-10 N o effect.
11-40
Potion does not work. The dragon suffers 2d12
points of damage and is helpless with conwl-
sions for
1-2
ounds.
Potion dws not work. The dragon dies.
A
full
wish
or similar spell is needed to restore the
dragon to life; a wish to transform the dragon
into a dracolich results in another roll on this
table.
41-50
51-00 Potion works.
If the potion works, the dragon’s spirit transfers to the host, re-
gardless of the distance b& w m the dragon’s body and the host.
A dim light within the host indicates the presence of the spirit.
While contained in thehost, the spirit cannot take any actions; It
cannot be contactednor attacked by magic. The spirit can remain
in the host indefinitely.
Once the spirit is contained in the host, the host must be
brought
within
90
eet of a reptilian corpse; under no circum-
stances can the spirit
possess
a living body. The spirit‘s original
body is ideal, but the corpse
of
any reptilian creature that died or
was killed within the previous
30
days is suitable.
The wizard who onginally prepared the host must touch the
host, cast a magic
ar
spell while speaking the name of the dragon,
then touch the corpse. The corpse must fail a saving throw vs.
spell for the spirit t o successfully possess it; if it saves, it will never
accept the spirit. The following modifiers apply to the roll:
- 10
i
the corpseis the spirit‘s o w n former body (which can be
dead for any length of time).
- 4 if
the corpse is of the same alignment as the dragon.
- 4 if
the corpse
is
that of a true dragon (any type).
-
if the comse is that
of
a firedrake, ice lizard, w e m , or fire
lizard.
If the corpse accepts the spirit, it becomes animated by the sp
If the animated corpse is the spirit’s former body, it immedia
becomes a dracolich; however, it will not regain the use
o
voice and breath weapon for another seven days (note that it
not be able to cast spells with verbal components during
time). At the end
of
seven days, the dracolich regains the