Monsters are any creatures that serve as opponents to the PCs (although some spells may summon them as allies on occasion.) Monsters have a very limited of information provided in terms of game data. The following rules are also necessary to understand how to read the monster entries and use them effectively. First, all creatures have a bonus to all skills equal to their number of Hit Dice (HD), which is effectively equivalent to their level in most respects. Stat bonuses are also included for skill checks; but don’t get carried away and try to use the stat bonuses to affect the attack and damage scores. The attack and damage scores are already set where they need to be without doing that. Secondly, if you need a tougher version of a monster, for whatever reason, you can add more hit dice. Each additional HD adds one to their skill and combat bonuses. Thirdly, you can create your own monsters as needed as well. Assign HD (d8 for most things, d12 for dragons or undead). Attack bonus and skill level is equal to the number of hit dice. Create an AC that is sensible giving the size and toughness (or quickness) of the creature. Add stat bonuses to suit.
To read the entries, AC is Armor Class, HD is Hit Dice, AT is attacks, and STR is Strength, DEX is Dexterity, and MND is Mind. S is the creature's special abilities. Undead creatures are immune to the sleep, charm and fear spells. All monsters that have the ability to cast spells do so without needing to make a Sanity check, and they never suffer the risk of MND damage. The effective caster level for spell DCs is equal to the monster’s HD.
ANGEL: AC: 25 HD: 20d8 (100 hp) AT: 2 weapon + 20 (2d8), STR: +10, DEX: +12, MND: +12, S: Immune to all spells less than 5th level, Cast spells up to 5th level with no risk of MND damage, teleport at will, special powers as granted by patron deity.
APE: AC 14, HD 4d8 (20 hp) AT: 2 paw slams +4 (2d6) STR: +7, DEX: +5, MND: -4, S: Acrobatics affinity
BABOON: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d6) STR: +1, DEX: +3, MND: -4, S: Acrobatics affinity
BEAR: AC: 15 HD: 6d8 (30 hp) AT: bite +6 (2d6), claws +6 (2d8), STR: +7, DEX: +0, MND: -4
BOAR, WILD: AC: 12 HD: 3d8 (15 hp) AT: gore +3 (3d4) STR: +5, DEX +0, MND: -4, S: attacks for 2 rounds after death.
BYAKHEE: AC: 15, HD: 4d8 (20 hp) AT: Talons +4 (1d8) or Bite +4 (1d4), STR: +1, DEX: +2, MND: +3, S: Flies, can carry medium-sized creatures, telepathic.
CAMEL: AC: 12 HD: 3d6 (12 hp) AT: bite +3 (1d6) STR: +5, DEX: -2, MND: -4, S: +5 to any Survival skill
CAT: AC: 12 HD: 1d6 (4 hp) AT: bite +1 (1d4) STR: -3, DEX: +4, MND: -3, S: +5 to Subterfuge
NOTE: these same stats can be used to represent other small climbing animals such as a monkey or raccoon.
DARK YOUNG OF SHUB-NIGGURATH: AC: 12, HD: 8d8 (45 hp) AT: 4 tentacles +8 (2d4) or trample +8 (4d8) STR: +10, DEX: -2, MND -3, S: On successful tentacle attack automatic 1d3 damage every round thereafter until either victim or Dark Young is dead.
DAEMON, BAAL-ROG: AC: 17 HD: 10d8 (40 hp) AT: sword or flaming whip +10 (2d6) STR: +11, DEX: +5, MND: +10, S: flies, flaming (3d6 damage to all in contact), 75% that spells cast at the Baal-Rog have no effect, immune to non-silver weapons. Casts spells up to 4th level with no risk of MND damage.
DAEMON, SERVITOR: AC: 17 HD: 3d6 (12 hp) AT: claws +3 (1d6) STR: +3, DEX: +0, MND: +0, S: regenerate 1 HP/minute.
DAEMON, SUCCUBUS: AC: 10 HD: 6d6 (24 hp) AT: claws +6 (1d6) or kiss (2d4 STR damage per round) STR: -2, DEX: +2, MND: +5, S: immune to non-silver weapons, 70% that spells cast at the succubus have no effect, casts spells as a up to 2nd level with no MND damage risk.
DEEP ONE: AC: 14, HD: 2d8 (10 hp) AT: Spear +2 (1d8), STR: +5, DEX: -2, MND: +0, S: Swims, Attacks that miss by 2 or less start a grapple thanks to sticky slime coating, 1 in six chance to act randomly as if under the effects of a seeping of Kadath on the mind, -1 to attacks in bright light.
EAGLE: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d4), 2 claws +2 (1d4) STR: -3, DEX: +2, MND: -3, S: flies, +8 bonus on any attempt to spot while flying.
NOTE: these same stats can be used to represent other relatively larger flying animals such as a large owl or even a pseudodragon
ELEMENTAL, AIR: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +5, DEX: +3, MND: -1, S: can cause a whirlwind that makes movement impossible and carries away lighter objects, extra damage against foes in the air (1d6)
ELEMENTAL, EARTH: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +12, DEX: -3, MND: -2, S: can cause stone to disintegrate into sand at a rapid rate (2 rounds to create a hole large enough to pass through), extra damage against foes standing on the ground (1d6).
ELEMENTAL, FIRE: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +5, DEX: +10, MND: +0, S: all characters hit by fire elemental must make a DEX + Athletics check (DC 15) or be set on fire, which deals an additional 1d6 damage each round. Flamable materials can be set alight by the elemental at will on contact.
ELEMENTAL, WATER: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +7, DEX: +3, MND: -2, S: overturn boats, extra damage against swimming foes (1d6).
ELEPHANT: AC: 17, HD: 8d8 (40 hp) AT: trample +8 (2d6+8), tusk +8 (1d10+8) STR: +10, DEX: +0, MND: -3.
FURY: AC: 13 HD: 6d8 (30 hp) Attack: Sword +6 (1d6+poison) or Lasso +6, STR: +1, DEX: +1, MND: +2, S: Flies, Knockout poison on sword causes characters to fall immediately unconscious if the fail a STR + level check (DC 13), 30% spells cast at the Fury fail, Furies can see invisible characters or objects at will, can cast up to 2nd level spells with no risk of MND damage.
GARGOYLE: AC: 14 HD: 4d6 (16 hp) AT: claws or bite +4 (1d6), horns +4 (1d6) STR: +6, DEX: -2, MND: -1, S: fly, ignores the first 2 points of damage from all attacks.
GHOST: AC: 16 HD: 4d6 (16 hp) AT: touch +4 (1d6) STR: -4, DEX: +2, MND: +1S: undead immunities, only hit by magic or silver weapons, arrows do a max 1 HP damage. Ghosts also have one of the following special attacks. More powerful versions can be created by giving them two or more:
1) drains 1d3 DEX on touch, creatures reduced to 0 DEX are immobile and helpless for coup de grace attack that kills them automatically.
2) as an action, may cast the spell Withering of the Haunter
3) forces a Sanity check on all characters that can see the ghost
4) under a permanent effect identical to the Blasphemous Piping of Azathoth spell
GHOUL: AC: 13 HD: 2d6 (8 hp) AT: claws or bite +2 (1d6) STR: +2, DEX: +0, MND: -1, S: touch paralyzes, humans wounded by ghouls are cursed if they fail a MND + level check (DC 10) and will slowly turn into ghouls themselves. This process involves taking 1 point of MND damage every day (which does not heal overnight) until they reach 0, at which point the conversion is complete. GM may provide antidote/remedy to counter this curse.
GUG: AC: 15, HD: 10d8 (50 hp) AT: 4 claws +10 (2d6) or bite +10 (1d8), STR: +10, DEX: -2, MND: +0.
HAWK: AC: 12 HD: 1d6 (8 hp) AT: bite +1 (1d4), 1 claws +2 (1d4) STR: -3, DEX: +3, MND: -3, S: flies, +8 bonus on any attempt to spot while flying.
NOTE: these same stats can be used to represent other small flying animals such as a raven or owl
HELL HOUND: AC: 15 HD: 5d6 (20 hp) AT: bite +5 (1d6) STR: +3, DEX: -1, MND: -4, S: breathe fire (10 HP damage)
HORSE, RIDING: AC: 12 HD: 2d6 (8 hp) AT: bite or kick +2 (1d6) STR: +5, DEX: +2, MND: -3
HORSE, WAR: AC: 12 HD: 3d6 (12 hp) AT: bite +3 (1d6) or kick +3 (2d6), STR: +5, DEX: +2, MND: -3
HOUND OF TINDALOS: AC: 15, HD: 4d8 (20 hp) AT: Tongue +4 (special), STR: +4, DEX: +2, MND: +3, S: Teleport through time and space to any sharp angle, tongue attack causes curse that does 1d4 damage to all stats.
HUMAN, BANDIT/SOLDIER: AC: 12 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +2, DEX: +0, MND: +0
HUMAN, COMMON MAN: AC: 11 HD: 1d6-2 (2 hp) AT: weapon +0 (1d6), STR: +0, DEX: +0, MND: +0
HUMAN, SERGEANT-AT-ARMS: AC: 14 HD: 3d6 (12 hp) AT: weapon +3 (1d6), STR: +2, DEX: +2, MND: +2
IFRIT: AC: 16 HD: 10d6 (40 hp) AT: slam +10 (2d6) STR: +8, DEX: +3, MND: +4, S: flies, can turn invisible, immune to silver weapons, and can cast any fire-related spell with no risk of MND damage.
IMP: AC: 18, HD: 2d8 (10 hp) (AT: Tail sting +2 (1d4), STR: -2, DEX: +3, MND: +2, S: flies, poison causes paralysis and loss of 1 HP per minute, can assume the form of a specific kind of vermin, can ask 3 questions of demon lords per week and receive correct answer
INVISIBLE STALKER: AC: 16 HD: 8d6 (32 hp) AT: 1 bite +8 (1d6) STR: +1, DEX: +2, MND: -2, S: flies, invisible.
LICH: AC: 20 HD: 12d6 (48 hp) AT: touch +HD (1d6) STR: +4, DEX: +0, MND: +5, S: undead immunities, touch causes paralysis (no save), cause fear in creatures under 4th level/HD, can cast spells up to 5th level with no risk of MND damage.
LION: AC: 13 HD: 4d8 (20 hp) AT: bite +4 (2d6), claws +4 (2d8), STR: +7, DEX: +4, MND: -3
MUMMY: AC: 16 HD: 6d6 (24 hp) AT: touch +6 (1d6) STR: +7, DEX: -2, MND: +2, S: undead immunities, hit only by silver (for half damage), spells, and fire.
NIGHTGAUNT: AC: 15, HD: 4d8 (20 hp) AT: Squeeze +4 (Special), STR: +1, DEX: +1, MND: +1, S: Flies, tail caress while being squeezed renders most creatures helpless to react, can cast Leaden Limbs of the Gnophkeh spell
RAT, GIANT: AC: 12 HD: 1d6 (4 hp) AT: bite +1 (1d3) STR: -3, DEX: +3, MND: -4, S: 25% chance of disease from bite--must succeed on DC 12 STR + level check or take 1d4 DEX damage in 1 day, and 1d4 STR damage in 2 days.
SABERTOOTH: AC: 14 HD: 5d8 (15 hp) AT: bite +5 (2d10), claws +5 (2d8), STR: +8, DEX: +3, MND: -3
SEA SERPENT: AC: 17 HD: 15d6 (75 hp)AT: bite +15 (4d6) STR: +12, DEX: +2, MND: -4, S: swallows whole on roll 4 higher than needed to hit, swallowed creatures take 1d6 automatic damage every turn. Swallowed characters, if they can deal 30 points of damage with a light weapon before dying, can escape.
SHOGGOTH: AC: 5, HD: 12d8 (60 hp) AT: Slam +12 (1d8), STR: +12, DEX: +2, MND: -1, S: Immune to critical hits and poison, regenerate 3 HP/round, half damage from fire, cold, electricity, and bludgeoning attacks, amphibious, can imitate any creature's physical structures.
SKELETON: AC: 12 HD: 1d6 (4 hp) AT: weapon or strike +1 (1d6) STR: -1, DEX: -1, MND: -4, S: undead immunities, only takes half damage from arrows or bullets.
SNAKE, CONSTRICTOR: AC: 14 HD: 2d6 (8 hp) AT: constriction (1d3) STR: +1, DEX: +1, MND: -4, S: On successful attack, automatic 1d3 damage thereafter until dead.
SNAKE, VIPER: AC: 14 HD: 1d6 (4 hp) AT: bite +1 (1hp + poison) STR: -2, DEX: +2, MND: -4, S: Poison bite (DC 14 1d6 STR damage, in one minute another 1d6 STR damage.)
SWARM, BATS: AC: 12, HD: 4d8 (20 hp) AT: 4 bites (1d8), STR: -4, DEX: +4, MND: -4, S: Attacks made against the swarm are made at -2 and have a 50% chance of hitting random adjacent creature, flies
SWARM, INSECTS: AC: 13, HD: 3d8 (15 hp) AT: 3 bite (1d3) (double against no armor), STR: -4, DEX: +4, MND: -4, S: Unaffected by weapons, may or may not fly, may or may not have poison causing paralysis
SWARM, RATS: AC: 12, HD: 4d8 (20 hp) AT: 1 bite +HD (1d8), STR: -4, DEX: +4, MND: -4, S: Attacks made against the swarm are made at -2, bite has 5% chance of causing disease (see RAT, GIANT)
THURSE: AC: 17, HD 3d8 (16 hp) AT: Club +5 (1d8+2) or javelin +3 (1d6+2). STR: +2, DEX: +0, MND: -2
VAMPIRE: AC: 17 HD: 9d6 (36 hp) AT: bite +9 (1d6) STR: +4, DEX: +6, MND: +5, S: undead immunities, hit takes half damage from non-silver weapons, regenerate 3 hp per round, on a successful hit (MND + level to resist, DC 19) does 1d4 STR damage, gaseous form at will, shape change into bat, can hypnotize (MND + level check, DC 19), avoids garlic and mirrors, summons bats or wolves, immobilized and apparently dead if a stake is driven through its heart, drowns under water in one round, creatures reduced to 0 STR die and will rise 24 hours later as a vampire under the control of their creator.
WIGHT: AC: 14 HD: 3d6 (12 hp) AT: claw +3 (1d6) STR: +4, DEX: +1, MND: +3, S: undead immunities, takes only half damage from non-magical or non-silver weapons, does 1d3 STR damage per hit (MND + level check to avoid, DC 14), creatures reduced to 0 STR will rise 24 hours later as a wight.
WOLF: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d6) STR: +2, DEX: +1, MND: -3
NOTE: These same stats can apply to any medium sized cursorial hunting animal such as a dog or hyena.