Monsters!!!!



Newt, Giant

Newt, Giant
% in Lair 5%
No. Appearing 1-6 (1d6)
Armour Class 10
Hit-Points 8
Movement 20, Sw 40
No. of Attacks 1
Attack/Damage 2d3 (teeth)
Special Attack Lunge, See Below
Special Defences Nil
Magic Resistance Nil
Size M (8 ft. long)
Morale 6
Treasure Nil
XP Value 10

Large amphibian found in temperate freshwater. Digs itself into the muddy bottom of shallow water, waiting to strike at its prey. If it catches a target by surprise (4-in-6), it can lunge up to twelve feet, dealing 2d3 piercing damage (no to-hit role), and grappling its victim. Being cold-blooded, it takes half-damage from fire spells and double damage from cold spells.

Grindylow

Grindylow
% in Lair 25%
No. Appearing 2-8 (2d4)
Armour Class 10
Hit-Points 4
Movement 20, Sw 30
No. of Attacks 1
Attack/Damage 1d4 (claw)
Special Attack Nil
Special Defences Nil
Magic Resistance Nil
Size S (3 ft. tall)
Morale 10
Treasure Nil
XP Value 5

Lakedwelling, impish creatures with long, wiry arms tipped with sharp claws. They are covered in dark hair similar to that of a beaver and have pallid eyes which glow in the dark. Grindylows wallow in still-water, waiting to grab any hapless person who strays too close to the water's edge.

Turtle, Giant

Turtle, Giant
% in Lair 5%
No. Appearing 1
Armour Class 18
Hit-Points 16
Movement 15, Sw 25
No. of Attacks 1
Attack/Damage 2d3 (beak)
Special Attack Nil
Special Defences Nil
Magic Resistance Nil
Size L (12 ft. long)
Morale 10
Treasure Nil
XP Value 25

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Skeleton

Skeleton
% in Lair 75%
No. Appearing 3-30 (3d10)
Armour Class 12+2
Hit-Points 6
Movement 30
No. of Attacks 1
Attack/Damage (weapon)
Special Attack Nil
Special Defences See Below
Magic Resistance See Below
Size M (4-6 ft. tall)
Morale Special
Treasure Nil
XP Value 10

Skeletons are immune to all sleep, charm, and hold spells, along with any cold-based attacks. Slashing and piercing weapons (swords, daggers spears) deal but half damage, while hacking and bludgeoning inflict normal damage, as does fire. Holy water inflicts 2d4 damage per vial striking the skeleton.

Being without a will of their own, skeletons are immune to fear spells and need never check morale. When a skeleton dies, it collapses into a rattling heap.

Corpse, Walking

Corpse, Walking
% in Lair ?%
No. Appearing 2-20 (2d10)
Armour Class 10
Hit-Points 6
Movement 20
No. of Attacks 1
Attack/Damage 1d4 (fist)
Special Attack Nil
Special Defences See Below
Magic Resistance See Below
Size M (4-6 ft. tall)
Morale Special
Treasure Nil
XP Value 10

Walking Corpses are immune to all sleep, charm, and hold spells, along with any cold-based attacks. Fire inflicts double damage. Holy water inflicts 2d4 damage per vial striking the skeleton.

Crypt-Thing

Crypt-Thing
% in Lair 100%
No. Appearing 1
Armour Class 10
Hit-Points 6
Movement 30
No. of Attacks 1
Attack/Damage 1d4 (claws)
Special Attack See Below
Special Defences See Below
Magic Resistance See Below
Size M (4-6 ft. tall)
Morale Fanatic (17)
Treasure Nil
XP Value 75

Undead beings which sometimes guard tombs, graves, and catacombs.

A crypt thing exists only to protect the bodies of those who have been laid to rest in its lair. It acts only to defend its crypt. Should grave robbers or vandals seek to enter and profane the sanctity of its tomb, the crypt thing becomes instantly animated.

Crypt-things are immune to all sleep, charm, and hold spells, along with any cold-based attacks. Non-magical weapons deal but half-damage. Holy water inflicts 2d4 damage per vial. A silver-cross, if placed around the crypt-thing's neck, negates its magical powers.

Can cast each spell once daily:

Automaton

Automaton
% in Lair 100%
No. Appearing 1-2 (1d2)
Armour Class 16
Hit-Points 14
Movement 20
No. of Attacks 2
Attack/Damage 1d4 (fist)
Special Attack Nil
Special Defences See Below
Magic Resistance See Below
Size M (7 ft. tall)
Morale Fanatic (17)
Treasure Nil
XP Value 25

Automata immune to all sleep, charm, and hold spells, along with any cold-based attacks.