Book 3 Companion Supplement Ebook Release 2

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DUNGEONS & DRAGONS

FANTASY ADVENTURE GAME

COMPANION SUPPLEMENT

Based upon the original Game by E. Gary Gygax and Dave Arneson
by James Bobb

Additional Editing by Jonathan Perkel

Special thanks to J. Eric Holmes, Tom Moldvay, David Cook, Steve Marsh
and Frank Mentzer, without whom this work would not exist.

Original c.1981
TSR Hobbies, Inc., All rights reserved

Illustrations by

Jeff Dee, Wade Hampton, David S. LaForce, Erol Otus, James Roslof, Dave Trampier,
Bill Willingham, Dennis Loubet, Terry Dykstra, Larry Elmore, Dave Sutherland

Cover art by

Bill Willingham

This work is a fair use fan-made production. No association with Wizards of the Coast, LLC is suggested
or should be implied. All content remains the property of its respective owners.

Release 2
Table of Contents
PART 1 - INTRODUCTION 1 Fourth Level Magic-user and Elf Spells 46
How To Use This book 1 Fifth Level Magic-user and Elf Spells 47
The Scope of the Rules 1 Sixth Level Magic-user and Elf Spells 47
Standard Terms Used in this Book 1 Seventh Level Magic-user and Elf Spells 48
High and Low Level Characters 1 PART 4 - THE ADVENTURE 51
The Uncommon Dice 2 Beginning the Adventure 51
Winning and Losing the Game 2 Organizing the Party 51
Above the Listed Levels 2 Mapping 51
PART 2 - PLAYER CHARACTER INFORMATION 3 Time, Scale and Movement 51
Extended Ability Scores Tables 3 Coin Encumbrance 51
Character Class Tables 4 Coin Encumbrance Table 51
Human vs Demi-human Classes 7 Armor Encumbrance 51
The Human Classes (General) 7 Armor Encumbrance Table 52
Clerics 8 Encumbrance Slots 52
Druids 8 Encumbrance Slots Table 52
Fighters 10 Item Slot by Equipment Type 52
Magic-users 10 Movement Rates Table 52
Paladins 11 Resting and Exhaustion 53
Rangers 12 Light 53
Thieves 13 Adventuring “Skills” 53
Dwarves 14 The Multiverse 54
Elves 15 The “Inner” Planes 54
Giantkin 16 The Ethereal Plane 55
Gnomes 17 The “Outer” Planes 56
Halflings 17 Demi-planes 56
Cost of Equipment and Transportation 19 The Realm Beyond 56
Description of Miscellaneous Equipment 20 PART 5 - THE ENCOUNTER 57
Armor Information & Calculating Armor Class 22 Pair Combat Initiative 57
Descriptions of Armor 22 The Pair Combat Round 57
Armor Table, revised 23 The Attack Matrix 57
Weapon Table, revised 24 Character Attacks (Descending AC) 58
Missile Weapon Ranges and Rates of Fire 25 Character & Monster Attacks (Ascending AC) 59
Weapon Information 25 Monster Attacks (Descending AC) 59
Descriptions of Weapons 26 Brawling 59
Character Age 28 Damage 60
Languages 28 Missile Fire 60
Inheritance 28 Other Attack Forms 61
Human Strongholds 29 Turning Undead 61
Stronghold Staff 29 Clerics vs Undead Table 61
Followers Table 29 Saving Throws 62
Demi-human Strongholds 30 Mass Combat 63
Demi-human Clan Relics 30 PART 6 - MONSTERS 65
PART 3 - SPELLS 31 Demonic Monsters 65
Spellbooks 31 Faerie Monsters 65
Gaining New Spells 31 Undead Monsters 65
Spell Research 31 Monster Descriptions from A to Z 66
Spell Research Costs 31 Monster Spellcasters 90
Spell Description Explanation 31 Monster Templates 91
Cleric Spells Table 32 PART 7 - TREASURE 93
First Level Clerical Spells 33 Gems and Jewelry 93
Second Level Clerical Spells 33 Magic Items 94
Third Level Clerical Spells 33 Magic Item Descriptions 101
Fourth Level Clerical Spells 33 PART 8 - DUNGEON MASTER INFORMATION 113
Fifth Level Clerical Spells 34 Designing a Planar Adventure 113
Sixth Level Clerical Spells 34 Creating a High Level NPC Party 113
Seventh Level Clerical Spells 35 Baronies and Strongholds 114
Druid Spells Table 38 Construction Costs Table 115
First Level Druidic Spells 39 Siege Weapons Table 116
Second Level Druidic Spells 39 Conditions 117
Third Level Druidic Spells 40 Magical Research and Production 117
Fourth Level Druidic Spells 41 Wishes and Limited Wishes 118
Fifth Level Druidic Spells 42 Artifacts 119
Sixth Level Druidic Spells 43 God-like Monsters 119
Magic-user & Elf Spells Table 44 PART 9 - OPTIONAL ADDITIONS 121
First Level Magic-user and Elf Spells 45 Fighter Combat Options 121
Second Level Magic-user and Elf Spells 45 Demi-human Class Options 122
Third Level Magic-user and Elf Spells 46
FOREWARD

It was many long years since he fought the dragon and rescued the maiden. In the years since, he built a small manor that in
time grew to a stronghold, and the King recognized his adventuring career eradicating monsters and threats to the kingdom by
making the surrounding lands a barony. His thoughts were brought back to the present though when he felt Matriarch
Rebecca’s hand on his shoulder. The man standing before his throne was middle-aged, maybe in his 40th season, and claiming
to be the son of the maiden he rescued in his youth. The man was begging for help for his village…the skeleton of a dragon has
killed neighbors and friends; outlying farms have been destroyed in recent weeks as well…

A whole 9 years old. I remember being proud that I was only 9 and the game was meant for ‘adults 10 years and up’. That was
the age I began my journey into the world of fantasy and adventure. My cousins, Kyle and Jon, opened the world of D&D to
me and while I don’t remember much about that first adventure, the decades I’ve spent in other worlds since is a testament to
how much I love this game.

After years of playing, house rules were developed, many were discarded and many roads traveled. We jumped to AD&D, 2e,
BECM, Rules Cyclopedia and back again. I worked on my games in my spare time after I became a father and working around
everyone’s schedules as we all got older, married, had families, changed jobs and had less and less time to leave the real world
behind for a few hours of fun and drama to make believe a story.

I know not everyone will agree or enjoy the direction I've gone with this tome and that's ok. Like the Basic and Expert
rulebooks, these are guidelines not hard and fast rules. I’ve made revisions to some of the existing rules and additions to others;
some were lifted from other rulesets and all of it was fit together over the years as my own group shaped the campaign world
we played in. I did try to keep the page count to 128 pages or less; that would be the total size of the existing B/X books and
has been a feat in deciding how much of everything to add for such high levels of play and yet still keep it B/X simple. Each
expansion of the rules from Basic to Expert to Companion adds a little complexity and I hope that what I present to you here
feels like a natural, or at least acceptable, progression in the game.

Things like multiple attacks, higher level spells, two-weapon fighting add more dice play to the game, yes. But, allow players the
feeling of doing more. Rolling those dice when needed is something magical and players that cast the tool of the Fates can get a
sense of elation or face utter defeat. From my personal experience of running games where there have been 20+ players and
even people who show up hoping we have enough canceled players so they can play, a few extra dice rolled do not slow play
down as much as people think. It all rests in the DM’s ability to be prepared, be imaginative and be able to multitask.

While you’ll find much in this book for high level games, you’ll also find new things for lower level games as well. High level
play isn’t just about saving the world from a nigh-indestructible end game boss every week (although if that’s your game, there
are guidelines for creating that to help you). But it can also be an extension for exploring, fostering your Stronghold into a
kingdom and protecting your citizens from war, pestilence and monsters. Truly, the DM and players’ imaginations are the sky
and there is no limit. I hope you find something useful in these pages to help enhance your games.

Within a week all of the Companions had responded to the call Matriarch Rebecca sent out for her Lord; Lord Borg of the
neighboring Barony of Newcastle, Lady Morgan of Ironwolf Keep, Silverleaf the Wizard-Lord and Fredrik the Dwarven Lord of
Silver Hall. Theodorus the Wise, long in his years when he adventured with the young companions, was the one who made
elaborate plans for all of their adventuring needs. Unfortunately time is the one enemy that there is no defense against, he rests
with other honored fallen. After assembling, Matriarch Rebecca blessed them all near the statue of Black Dougal.

After the rites were completed, he looked over his companions and wondered if they all would survive one last adventure.
Feeling the golden sword at his hip, he took solace in the thought it had never let him down through the long years, no matter
the foe. Signaling to his adventuring companions, they set out for the village at the edge of his lands, to face the bone dragon…

James Bobb
19 September 2018
Part 1: Introduction
IMPORTANT: THIS BOOK HAS BEEN CREATED TO BE PCs can build strongholds at any level but they must reach
AN EXTENSION OF THE DUNGEONS & DRAGONS 9th level (Magic-users must reach 11th level) in order to
BASIC AND EXPERT RULEBOOKS (REFERRED TO AS found a barony, attract followers and be recognized as a
‘B/X’). THE RULES PRESENTED IN THIS BOOK Lord of some type (Baron, Clanholder, etc.). At even
REQUIRE THE USE OF THE INFORMATION PROVIDED higher levels the PC baron can make treaties or war with
IN THOSE VOLUMES. IF YOU DO NOT OWN THE his neighbors while still exploring lands to expand his
PREVIOUS WORKS, PURCHASE THEM AND READ fledgling kingdom and gain more resources and people.
THEM THOROUGHLY BEFORE ATTEMPTING TO
PLAY WITH THE RULES PRESENTED HEREIN. Another possibility for adventurers that do not wish to run
a kingdom is to explore the planes of the multiverse.
How To Use This Book Players got their first glimpses that there is more beyond
This rulebook provides a continuation of the B/X rules, the veil of their world through spells found in the D&D
allowing characters to advance to the 25th level of Expert rulebook, such as commune, contact higher plane
experience and DMs to expand the scope and type of and conjure elemental. The D&D Companion supplement
adventures possible for the PCs. Much of the information has more ways for PCs to interact with the planes and their
herein is new (spells, monsters, planar information, etc.) denizens.
but other sections expand upon or update existing
information from B/X. The reader should be sure to Standard Terms Used in this Book
become comfortable and familiar with the B/X/C rules as a This section deals with new game terms commonly used in
whole. this book. A part of this book deals with kingdom
adventures, more in-depth castle and stronghold building
Secondly, this book should be read with deliberation and and barony rules. Building on the Expert-level wilderness
both DMs and players should note any new responsibilities exploration rules, characters who found a barony will learn
or abilities that will affect his role in the game. After reading how to manage their kingdoms.
this work and becoming familiar with the rules you may
wish to rearrange the material in the B/X/C rulebooks. All Humans Clerics and Fighters building a castle or keep can
three volumes present information under similar headings; found a barony; hideouts and guilds are formed by
Characters, The Adventure, Treasure, etc. so that they may Thieves; Magic-users can build the classic wizard’s tower or
be arranged in a binder to present information in a B/X/C a keep, while the demi-human races create strongholds for
format for each heading, allowing all of the information to themselves and their retainers (special followers that flock
be placed together. to a character that creates a stronghold).

The Scope of the Rules Another type of adventure is planar adventures. Whether
The DUNGEONS & DRAGONS Companion Supplement the characters settle and build their own homes with
continues the material presented in the D&D Basic and greater goals or they remain wanderlust filled adventurers,
Expert rulebooks. The Basic rules allowed characters to go travel and adventure on other planes are possible. The
from the base town to the dungeon and covered basic planes are other dimensions that exist in the multiverse.
adventuring rules and character classes from 1st to 3rd The multiverse is the collected whole of the planes.
level. The Expert rules expanded adventuring into the
wilderness between the town and dungeon, allowing Magical research as presented in the Expert rulebook is the
characters to advance from 4th to 14th level, found their process by which a spellcasting character (Cleric, Druid, Elf
own personal strongholds and lay the foundation to or Magic-user) can create new magic items. These rules
becoming rulers in their own right. have been better defined, providing DMs a system that is
flexible in details and simple in mechanics.
Companion level play expands the game from 15th to 25th
level. This volume builds on the dungeon and wilderness High and Low-level Characters
adventures and adds rules for kingdom building and planar During the course of a campaign, new PCs will be entering
adventures. Using these rules the DM will be able to detail the game, either to replace PCs that have died or retired, or
even more dangerous areas of his world and the kingdoms to make room for new players joining the game. All the
therein. New role-playing opportunities and political while, higher level characters who have been a part of the
intrigue await; some other rulers may be friendly to the ongoing campaign will continue to gain experience and
new Baron and his barony while others see him as a thorn advance to higher levels.
to their own kingdom’s expansion. Royal courts can be
more deadly than any dungeon.

-1-
Introduction D&D: Companion

This results in a situation where there is a large difference ‘Winning’ and ‘Losing’ the Game
in level between the established characters and the newer Most games have a winner and clear cut ‘victory
characters. The problem this creates is that while the higher conditions’. Role-playing games are of a different sort -
level PCs must face greater dangers in order to keep the there are no winners or losers! Think of a role-playing
game challenging for them, these dangers are often lethal game more like a social gathering and group participation
to lower level PCs. The reverse is that higher level PCs on exercise. The goal is to create a shared story of the
lower level adventures are not challenged and this can characters the players breathe life into and the DM’s job is
cause boredom for the players. to ensure the rules are followed and make rulings when
things are unclear or unaddressed.
Characters under 15th level that are four or more levels
apart should consider adventuring in separate groups, since The game session itself (or adventure) can be a one-shot
the evolution of the characters at the lower levels is more dungeon crawl or a multiple-session campaign that
pronounced. Above 15th level however, the difference in stretches on for months or years. Your characters will go
character capabilities becomes less pronounced as from adventure to adventure and possibly become movers
character abilities begin to top off and are more subject to and shakers in the campaign world. Over the course of that
the DM’s discretion. time players may develop personal goals for their
characters, who may become legendary and well-known in
It should be noted that PCs are not meant to be equal the areas they adventure in.
because they are the same level, but rather characters of
similar experience point totals are intended to be more In the end though, this is a game of shared imagination
equal in capability in their respective classes. At higher and creation and not a competition. The game is a success
levels the level disparity is more pronounced, especially in when all of the players are enjoying themselves. That’s the
the case of demi-humans, but their capabilities allow them point of playing any game, is it not?
to keep up with most other human classes.
Above the Listed Levels
This guideline does not apply to hirelings and retainers, as
The Companion Supplement takes human characters up to
most hired help will be normal men or low level.
25th level and greatly expands the levels demi-humans can
achieve. At these levels all of the classes have reached their
The Uncommon Dice maximum capabilities. Why 25th level? At some point
Some less common kinds of dice are used to determine the advancement becomes a nearly zero-point gain. By 25th
success or failure of actions performed during play. The level, virtually the only advancement left for characters is a
types of uncommon dice most commonly used are a 2- few additional hit points. For mortals this is nearly the
sided die, a 3-sided die and a 5-sided die. pinnacle of achievement; the only thing more powerful are
demon lords and demi-gods.
Non-standard Dice Generation
Result d2 (use d4) d3 (use d6) d5 (use d10) If however, 25 levels are simply not enough, then the level
1-2 1 1 1 charts can be theoretically expanded indefinitely. Attack
capability, saving throws, caster levels and spells can be
3-4 2 2 2
increased, but should eventually top out at some point. The
5-6 - 3 3
character would still gain hit points at each level, however.
7-8 - - 4 Many of the details are left up to individual DMs to decide
9 - 10 - - 5 as for what is best for the success of their own campaigns
should they decide to go higher.

-2-
Part 2: Player Character Information

Bonuses and Penalties Due to Abilities Extended Tables

Strength Table Dexterity Table


Score Adjustment Score Adjustment
1 Weak and helpless as a baby 1 As 2, max Initiative roll subtracts an additional 1
-3 on ‘to-hit’ rolls, damage and open doors, -3 on missile ‘to-hit’, +3[-3] AC penalty, -2
2-3 2-3
Encumbrance quartered Initiative*
-2 on ‘to-hit’ rolls, damage and open doors, -2 on missile ‘to-hit’, +2[-2] AC penalty, -1
4-5 4-5
Encumbrance halved Initiative*
6-8 -1 on ‘to-hit’ rolls, damage and open doors -1 on missile ‘to-hit’, +1[-1] AC penalty, -1
6-8
9 - 12 Human Average, no adjustments Initiative*
+1 on ‘to-hit’ rolls, damage and open doors, 9 - 12 Human Average, no adjustments
13 - 15 +1 on missile ‘to-hit’, -1[+1] AC bonus, +1
+100 coins to Encumbrance limit 13 - 15
+2 on ‘to-hit’ rolls, damage and open doors, Initiative*
16 - 17 +2 on missile ‘to-hit’, -2[+2] AC bonus, +1
+200 coins to Encumbrance limit 16 - 17
+3 on ‘to-hit’ rolls, damage and open doors, Initiative*
18 +3 on missile ‘to-hit’, -3[+3] AC bonus, +2
+300 coins to Encumbrance limit 18
19 As 18, +400 coins to Encumbrance limit Initiative*
20 As 18, +500 coins to Encumbrance limit 19 As 18, -1 bonus to be surprised
As 20, inflicts double damage dice on hit with 20 As 19, +3 Initiative*
21 21 As 20, Initiative* rolls of 1 count as 2
melee attacks and hand thrown missiles
*Applies to Individual Initiative (Pair Combat) only.

Intelligence Table Constitution Table


Score Adjustment Score Adjustment
1 Cannot speak, read or write 1 As 2, max roll for hp subtracts an additional 1
2-3 Difficulty speaking, cannot read or write 2-3 -3 hit points per hit die
4-5 Cannot read or write native languages 4-5 -2 hit points per hit die
6-8 Can write simple words 6-8 -1 hit point per hit die
9 - 12 Can read & write native languages 9 - 12 Human Average, no adjustments
13 - 15 Reads & Writes Native & 1 additional language 13 - 15 +1 hit point per hit die
16 - 17 Reads & Writes Native & 2 additional languages 16 - 17 +2 hit points per hit die
18 Reads & Writes Native & 3 additional languages 18 +3 hit points per hit die
19 Reads & Writes Native & 5 additional languages 19 As 18, natural healing is 1d6 hp
20 Reads & Writes Native & 7 additional languages 20 As 19, a 1 rolled for hp counts as a 2
21 As 20, immune to 1st level illusions 21 As 20, natural healing is twice as fast

Wisdom Table Charisma Table


Score Adjustment Score Adjustment
1 As 2, roll magic-based save 2x, take the worst roll 1 -3 Reactions, no Retainers
2-3 -3 on magic-based saving throws 2-3 -2 Reactions, 1 Max Retainers, Morale 4
4-5 -2 on magic-based saving throws 4-5 -1 Reactions, 2 Max Retainers, Morale 5
6-8 -1 on magic-based saving throws 6-8 -1 Reactions, 3 Max Retainers, Morale 6
9 - 12 Human Average, no adjustments 9 - 12 +0 Reactions, 4 Max Retainers, Morale 7
13 - 15 +1 on magic-based saving throws 13 - 15 +1 Reactions, 5 Max Retainers, Morale 8
16 - 17 +2 on magic-based saving throws 16 - 17 +1 Reactions, 6 Max Retainers, Morale 9
18 +3 on magic-based saving throws 18 +2 Reactions, 7 Max Retainers, Morale 10
19 As 18, Turn Undead 1 additional time / day 19 +3 Reactions, 14 Max Retainers, Morale 10
20 As 19, +1d6 hp to ‘Cure/Cause’ spells 20 +3 Reactions, 28 Max Retainers, Morale 10
21 As 20, immune to 1st level ‘charm’ spells 21 +3 Reactions, 56 Max Retainers, Morale 11

-3-
Characters D&D: Companion

In the Dungeons & Dragons Basic Rulebook players were


introduced to the character lasses, the information needed Cleric Experience Table Clerical Prayers
for the first 3 levels of play and the equipment and spells Level Experience Hit Dice 1 2 3 4 5 6 7
that characters have access to. 1 0 1d6 - - - - - - -
2 1,500 2d6 1 - - - - - -
The Dungeons & Dragons Expert Rulebook expanded on 3 3,000 3d6 2 - - - - - -
the basics of play and allowed characters to advance up to 4 6,000 4d6 2 1 - - - - -
the 14th level, adding new spells and advancing combat 5 12,000 5d6 2 2 - - - - -
ability and adding the ability to establish strongholds to 6 25,000 6d6 2 2 1 1 - - -
house characters and their followers. 7 50,000 7d6 2 2 2 1 1 - -
8 100,000 8d6 3 3 2 2 1 - -
The character class charts and tables are reproduced here 9 200,000 9d6 3 3 3 2 2 - -
in full up to the 25th level for the human classes (Cleric, 10 300,000 9d6+1 4 4 3 3 2 - -
Druid, Fighter, Magic-user, Paladin, Ranger and Thief) and 11 400,000 9d6+2 4 4 4 3 3 - -
for the Demi-human classes (Dwarf, Elf, Giantkin, Gnome 12 500,000 9d6+3 5 5 4 4 3 - -
and Halfling) up to their respective maximum levels. The 13 600,000 9d6+4 5 5 5 4 4 1 -
full experience tables and class descriptions have been 14 700,000 9d6+5 5 5 5 4 4 2 -
included in this book to collect the class information in one 15 800,000 9d6+6 5 5 5 4 4 2 1
place with any revisions. 16 900,000 9d6+7 5 5 5 5 4 2 1
17 1,000,000 9d6+8 5 5 5 5 4 2 2
18 1,100,000 9d6+9 5 5 5 5 4 3 2
Druid Experience Table Druidic Rituals 19 1,200,000 9d6+10 5 5 5 5 4 3 3
Level Experience Hit Dice 1 2 3 4 5 6 7 20 1,300,000 9d6+11 5 5 5 5 5 4 3
1 0 1d6 - - - - - - - 21 1,400,000 9d6+12 6 6 5 5 5 4 4
2 1,750 2d6 1 - - - - - - 22 1,500,000 9d6+13 6 6 6 5 5 5 4
3 3,500 3d6 2 - - - - - - 23 1,600,000 9d6+14 6 6 6 6 5 5 5
4 7,000 4d6 2 1 - - - - - 24 1,700,000 9d6+15 6 6 6 6 6 6 5
5 14,000 5d6 2 2 - - - - - 25 1,800,000 9d6+16 6 6 6 6 6 6 6
6 28,000 6d6 2 2 1 - - - - Adjustments from Constitution no longer apply after 9th level.
7 56,000 7d6 3 2 2 - - - -
8 110,000 8d6 3 3 2 1 - - -
9 220,000 9d6 3 3 3 2 - - - Dwarf Experience Table
10 330,000 9d6+2 4 4 3 2 - - - Level Experience Hit Dice Notes
11 440,000 9d6+4 4 4 3 3 1 - - 1 0 1d8 Racial Traits
12 550,000 9d6+6 5 5 4 3 2 - - 2 2,200 2d8 -
13 660,000 9d6+8 5 5 5 3 2 - - 3 4,400 3d8 -
14 770,000 9d6+10 6 5 5 3 3 - -
4 8,800 4d8 -
15 880,000 9d6+12 6 5 5 4 3 1 -
16 990,000 9d6+14 6 6 5 4 4 2 - 5 17,000 5d8 -
17 1,100,000 9d6+16 6 6 5 5 4 3 - 6 35,000 6d8 -
18 1,210,000 9d6+18 6 6 6 5 4 3 - 7 70,000 7d8 2 attacks per round
19 1,320,000 9d6+20 7 6 6 5 5 4 - 8 140,000 8d8 -
20 1,430,000 9d6+22 7 7 6 5 5 4 - 9 270,000 9d8 Stronghold
21 1,540,000 9d6+24 7 7 7 6 5 4 - 10 400,000 9d8+2 -
22 1,650,000 9d6+26 7 7 7 6 5 5 - 11 530,000 9d8+4 -
23 1,760,000 9d6+28 7 7 7 7 6 5 -
12 660,000 9d8+6 -
24 1,870,000 9d6+30 7 7 7 7 7 6 -
25 1,980,000 9d6+32 7 7 7 7 7 7 - 13 790,000 9d8+8 -
Adjustments from Constitution no longer apply after 9th level. 14 920,000 9d8+10 3 attacks per round
15 1,050,000 9d8+12 -
16 1,180,000 9d8+14 -
17 1,310,000 9d8+16 -
18 1,440,000 9d8+18 -
Adjustments from Constitution no longer apply after 9th level.

-4-
D&D: Companion Characters

Elf Experience Table Magic-user Spells Giantkin Experience Table


Level Experience Hit Dice 1 2 3 4 5 6 7 Level Experience Hit Dice Notes
1d6 1 - - - - - - 1 0 1d8 Racial Traits
1 0
2 2,200 2d8 -
2 4,000 2d6 2 - - - - - -
3 4,400 3d8 -
3 8,000 3d6 2 1 - - - - - 4 8,800 4d8 -
4 16,000 4d6 2 2 - - - - - 5 17,000 5d8 -
5 32,000 5d6 2 2 1 - - - - 6 35,000 6d8 -
6 64,000 6d6 2 2 2 - - - - 7 70,000 7d8 2 attacks per round
7 120,000 7d6 3 2 2 1 - - - 8 140,000 8d8 -
8 250,000 8d6 3 3 2 2 - - - 9 300,000 9d8 Stronghold
9 400,000 9d6 3 3 3 2 1 - - 10 450,000 9d8+4 -
3 3 3 3 2 - - 11 600,000 9d8+8 -
10 600,000 9d6+1
12 750,000 9d8+12 -
11 800,000 9d6+2 4 3 3 3 2 1 -
13 900,000 9d8+16 -
12 1,000,000 9d6+3 4 4 3 3 2 2 - 14 1,050,000 9d8+20 3 attacks per round
13 1,200,000 9d6+4 5 5 4 4 3 2 - 15 1,200,000 9d8+24 -
14 1,400,000 9d6+5 5 5 5 4 3 3 - Adjustments from Constitution no longer apply after 9th level.
15 1,600,000 9d6+6 6 5 5 4 4 3 -
Adjustments from Constitution no longer apply after 9th level. Gnome Experience Table
Level Experience Hit Dice Notes
1 0 1d6 Racial Traits
2 2,100 2d6 -
3 4,200 3d6 -
Fighter Experience Table 4 8,400 4d6 -
Level Experience Hit Dice Notes 5 17,000 5d6 -
1 0 1d8 - 6 35,000 6d6 -
2 2,000 2d8 - 7 70,000 7d6 2 attacks per round
3 4,000 3d8 - 8 150,000 8d6 -
4 8,000 4d8 Leadership 9 300,000 9d6 Stronghold
5 16,000 5d8 - 10 600,000 9d6+4 -
6 32,000 6d8 - 11 900,000 9d6+8 -
7 64,000 7d8 2 attacks per round 12 1,200,000 9d6+12 -
8 120,000 8d8 - Adjustments from Constitution no longer apply after 9th level.
9 240,000 9d8 Stronghold
10 360,000 9d8+2 -
Halfling Experience Table
11 480,000 9d8+4 -
Level Experience Hit Dice Notes
12 600,000 9d8+6 -
1 0 1d4 Racial Traits
13 720,000 9d8+8 -
2 2,000 2d4 -
14 840,000 9d8+10 3 attacks per round
3 4,000 3d4 -
15 960,000 9d8+12 -
4 8,000 4d4 -
16 1,080,000 9d8+14 -
5 16,000 5d4 -
17 1,200,000 9d8+16 -
6 32,000 6d4 -
18 1,320,000 9d8+18 -
7 65,000 7d4 2 attacks per round
19 1,440,000 9d8+20 -
8 150,000 8d4 Stronghold
20 1,560,000 9d8+22 -
9 300,000 9d4 -
21 1,680,000 9d8+24 4 attacks per round
10 600,000 9d4+2 -
22 1,800,000 9d8+26 -
11 900,000 9d4+4 -
23 1,920,000 9d8+28 -
12 1,200,000 9d4+6 -
24 2,040,000 9d8+30 -
Adjustments from Constitution no longer apply after 9th level.
25 2,160,000 9d8+32 -
Adjustments from Constitution no longer apply after 9th level.

-5-
Characters D&D: Companion

Paladin Experience Table


Level Experience Hit Dice Notes
1 0 1d8 -
2 2,250 2d8 -
Magic-user Experience Table Magic-user Spells
3 4,500 3d8 -
Level Experience Hit Dice 1 2 3 4 5 6 7
4 9,000 4d8 -
1 0 1d4 1 - - - - - -
5 18,000 5d8 -
2 2,500 2d4 2 - - - - - -
6 36,000 6d8 -
3 5,000 3d4 2 1 - - - - -
7 72,000 7d8 2 attacks per round
4 10,000 4d4 2 2 - - - - -
8 150,000 8d8 -
5 20,000 5d4 2 2 1 - - - -
9 270,000 9d8 Stronghold
6 40,000 6d4 3 2 2 - - - -
10 390,000 9d8+2 -
7 80,000 7d4 3 2 2 1 - - -
11 510,000 9d8+4 -
8 150,000 8d4 4 3 2 2 - - -
12 630,000 9d8+6 -
9 300,000 9d4 4 3 3 2 1 - -
13 750,000 9d8+8 -
10 450,000 9d4+1 4 4 3 3 2 - -
14 870,000 9d8+10 3 attacks per round
11 600,000 9d4+2 4 4 4 3 3 - -
15 990,000 9d8+12 -
12 750,000 9d4+3 4 4 4 4 4 1 -
16 1,110,000 9d8+14 -
13 900,000 9d4+4 5 5 5 4 4 2 -
17 1,230,000 9d8+16 -
14 1,050,000 9d4+5 5 5 5 4 4 3 -
18 1,350,000 9d8+18 -
15 1,200,000 9d4+6 5 5 5 5 5 4 1
19 1,570,000 9d8+20 -
16 1,350,000 9d4+7 5 5 5 5 5 5 2
20 1,590,000 9d8+22 -
17 1,500,000 9d4+8 6 6 6 5 5 5 3
21 1,710,000 9d8+24 4 attacks per round
18 1,650,000 9d4+9 6 6 6 6 6 5 4
22 1,830,000 9d8+26 -
19 1,800,000 9d4+10 7 7 7 6 6 6 4
23 1,950,000 9d8+28 -
20 1,950,000 9d4+11 7 7 7 7 7 7 5
24 2,070,000 9d8+30 -
21 2,100,000 9d4+12 8 8 8 7 7 7 6
25 2,190,000 9d8+32 -
22 2,250,000 9d4+13 8 8 8 8 8 8 6
Adjustments from Constitution no longer apply after 9th level.
23 2,400,000 9d4+14 9 9 9 8 8 8 7
24 2,550,000 9d4+15 9 9 9 9 9 9 8
25 2,700,000 9d4+16 9 9 9 9 9 9 9 Ranger Experience Table
Adjustments from Constitution no longer apply after 9th level. Level Experience Hit Dice Notes
1 0 1d8 -
2 2,250 2d8 -
3 4,500 3d8 -
4 9,000 4d8 -
5 18,000 5d8 -
6 36,000 6d8 -
7 72,000 7d8 2 attacks per round
8 150,000 8d8 -
9 270,000 9d8 Stronghold
10 390,000 9d8+2 -
11 510,000 9d8+4 -
12 630,000 9d8+6 -
13 750,000 9d8+8 -
14 870,000 9d8+10 3 attacks per round
15 990,000 9d8+12 -
16 1,110,000 9d8+14 -
17 1,230,000 9d8+16 -
18 1,350,000 9d8+18 -
19 1,570,000 9d8+20 -
20 1,590,000 9d8+22 -
21 1,710,000 9d8+24 4 attacks per round
22 1,830,000 9d8+26 -
23 1,950,000 9d8+28 -
24 2,070,000 9d8+30 -
25 2,190,000 9d8+32 -
Adjustments from Constitution no longer apply after 9th level.
-6-
D&D: Companion Characters

Thief Experience Table Thief Skills


Level Experience Hit Dice OL F/RT PP* MS CW HS HN VT D/M
1 0 1d4 20 15 30 25 87 15 35 - -
2 1,200 2d4 30 25 35 35 88 24 45 - -
3 2,400 3d4 40 34 40 44 89 32 54 - -
4 4,800 4d4 50 42 45 52 90 38 62 - -
5 9,600 5d4 58 50 50 58 91 44 70 - -
6 20,000 6d4 66 58 55 64 92 50 78 - -
7 40,000 7d4 72 64 60 68 93 56 84 - -
8 80,000 8d4 78 70 65 72 94 60 90 - -
9 160,000 9d4 84 76 70 76 95 64 94 55 65
10 280,000 9d4+2 88 82 75 80 96 68 98 60 70
11 400,000 9d4+4 92 88 80 84 97 72 102 64 74
12 520,000 9d4+6 96 94 85 88 98 76 106 68 78
13 640,000 9d4+8 100 100 90 90 99 80 110 72 82
14 760,000 9d4+10 104 106 95 92 100 84 114 76 86
15 880,000 9d4+12 108 112 100** 94 101 88 118 80 90
16 1,000,000 9d4+14 112 118 105** 96 102 92 122 84 94
17 1,120,000 9d4+16 116 124 110** 98 103 96 126 88 98
18 1,240,000 9d4+18 120 130 115** 100 104 100 130 92 102
19 1,360,000 9d4+20 122 133 120** 102 105 102 132 96 106
20 1,480,000 9d4+22 124 136 125** 104 106 104 134 100 110
21 1,600,000 9d4+24 126 139 130** 106 107 106 136 102 114
22 1,720,000 9d4+26 128 142 135** 108 108 108 138 104 118
23 1,840,000 9d4+28 130 145 140** 110 109 110 140 106 122
24 1,960,000 9d4+30 132 148 145** 112 110 112 142 108 126
25 2,080,000 9d4+32 134 151 150** 114 111 114 144 110 130
Adjustments from Constitution no longer apply after 9th level.

The Human vs. Demi-human Classes the party as well as its human counterparts of a similar
Humans are a core component of most fantasy worlds that experience total. At the upper end of the demi-humans’
take place during or closely after the decline of the demi- levels, they can more than hold their own with higher level
human races that once held eldritch power and martial humans.
might. Man is described as having some kind of spark or
drive to excel that the demi-humans do not. The Human Classes (General)
There are seven classes available to human characters:
Consider that all of the demi-human races are in some way Clerics, Druids, Fighters, Magic-users, Paladins, Rangers
connected to Old Magic, once in abundance when the and Thieves. The human classes have the ability to achieve
world was young, but which has faded over time. In order 25th level. Though each class has its own set of unique
to survive this new world without the power of the Old abilities, humans have a few defining characteristics in
Magic demi-humans have to adapt and learn human ways. common.
This trope explains why there are no more Elven Wizards
that can move mountains at a whim or Dwarven armies Humans are a common race, found in almost any climate
numbering tens of thousands; their declining numbers and and setting. They have a variety of skin tones (in general
learning human ways are alien and counter-intuitive to ebony, light to dark brown or tan, ginger or anything in
their natures. between) and hair colors (again in general light to dark
tones of blondes, browns, cinnamons, ebony and greys).
In game terms it’s important not to just look at level
disparities and assume demi-humans are worse off because Humans stand anywhere from 5 feet to 7 feet tall and can
they have differing level limits than human classes. Each live to be about 110 years old.
class is a thing unto itself but all of the classes are meant to
be roughly of a similar power level in their expertise as any
other class the same experience point total. This simply
means that each demi-human class can hold its own role in

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Characters D&D: Companion

CLERICS 9th level: a Cleric gains the ability to enchant magical


rods and staves.
Hit Dice Type: d6; +1 hit point per level after 9th
Leather, studded leather, ring mail,
12th level: a Cleric gains the ability to enchant magical
Armor/Shield chain mail, chain shirt and
armor, rings, weapons and miscellaneous items.
Permitted: breastplate; shields allowed
Club, dagger, flail, war hammer,
15th level: a Cleric has the ability to manufacture
mace, staff, short sword, crossbow
Flesh, Crystal, Bone, Drolem and Juggernaut greater
Weapons Permitted: (pellet), sling
golems at the appropriate levels.
Prime Requisite: Wisdom
Starting Gold: 3-18 x10 gp
Religious Stronghold (9th level): At 9th level, a Cleric may
establish a castle or stronghold to house his followers. If the
A Cleric is a servant of a single Deity (although several
Cleric has remained steadfast in his faith and in good
Clerics of different faiths can be found working together to
standing with his temple, the cost of his stronghold will only
solve a problem). They are crusaders for their faith,
be half as much (due to the miraculous assistance from his
protectors the faithful and devout servants that perform
Deity). The stronghold will double as a temple site as well,
deeds in their Deity’s name so that others may come to
with members of the Cleric’s order and others of the faith
worship him and increase his influence.
expecting sanctuary.
Turn Undead (1st level): Clerics can channel holy power
from their Deity 3 times per day. By making a
pronouncement from his Deity and holding his holy symbol DRUIDS
aloft the Cleric creates a brilliant flash of holy energy that Hit Dice Type: d6; +2 hit points per level after 9th
has a chance to drive off or destroy undead in a 60 feet Armor/Shield Leather and studded armor, shields
radius area of effect. Permitted: allowed
Hand axe, club, dagger, pick, sickle,
Clerical Spells (2nd level): Once a Cleric attains 2nd level, spear, staff, scimitar, trident, whip,
he gains the ability to cast divine spells from the Cleric Weapons Permitted: short bow, dart, net, sling
Spells list. Clerics don’t have spellbooks and can learn any Prime Requisites: Intelligence and Charisma
spell on their list they can cast the spell level of. He need Starting Gold: 2-12 x10 gp
only meditate in the morning for his deity to grant him the Special: Must be Neutral
spells requested. He is only required to have a holy symbol
in hand when casting. Druids study and learn the magic of nature – plants and
animals, the great cycle of birth, life and death and the very
Theurgy (2nd level): When in a temple that is part of their elements are all part of the Druidic Way. Druids have a
church and possessing all of the proper components, the dislike for the ‘civilized’ places most races create but see
Cleric has the ability to craft magical items usable by all them as a needed evil until the day that all the races return
classes as well as items specifically usable by Clerics. To do to living in harmony with the natural world that spawned
this, the Cleric needs a sanctuary with an altar, a holy them.
water font, a basin and holy texts.
Ability Score Requirements: To be a Druid requires an
2nd level: the Cleric has the ability to enchant potions, Intelligence of 9 or greater and Charisma of 12 or greater.
scrolls and wands.
Bonus Languages (1st level): In addition to the languages
3rd level: once per week by performing a ritual lasting gained by virtue of Intelligence, Druids know Sylvan (the
eight hours, a Cleric can create a holy symbol from common language intelligent of woodland creatures) as
properly fashioned object. well as the Druidic Cant (a secret language known only to
Druids; they are forbidden to teach this language to non-
5th level: once per week by performing a ritual lasting Druids).
eight hours, a Cleric can bless a holy font and vials to
collect up to 5-20 vials of holy water from the font. Call of the Wild (1st level): A Druid cannot hire henchmen
nor may he have any hirelings. He may, however, attempt
7th level: a Cleric has the ability to manufacture lesser to befriend a number of animals equal to or less than the
golems at the appropriate levels. allowed number of henchmen as given by his Charisma
score.

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D&D: Companion Characters

Animals swayed by the Druid will serve him in the same Animal Form (4th level): Druids gain the ability to take the
manner henchmen serve more civilized characters but the form of any normal animal up to larger than man-size that
Druid cannot have any animal companions with HD he has observed. The Druid retains all of his normal
greater than his level. statistics and racial abilities (being limited only by his new
form) and gains any physical qualities of his new form
Wilderness Lore (1st level): Druids are fonts of knowledge (natural attacks, modes of movement, heightened senses,
and lore about all things natural. They have knowledge of etc).
natural plants, animals and effects (true north, tidal
movements, auroras, clean water, etc); hunting and Each use of Animal Form can be held for up to one hour
foraging skills and the ability to track outdoors. per Druid level. Voluntarily reverting back to natural form
does not take a use and heals the Druid 1-6 points of
When using wilderness lore, they have a chance of success damage plus his level. A Druid reverts back to his normal
equal to their Intelligence score + 50% + 3% per level. form if rendered unconscious or killed (but isn’t healed). A
Druid’s gear melds into his Animal Form and is rendered
Natural Creation (1st level): If the Druid has access to a ley inert unless the item properly fits the Animal Form.
line nexus or Standing Stones where he can commune with
the spirits of Nature, the proper exotic components and The Druid can take the forms of mammals, reptiles or birds
druidic texts then he has the ability to craft magical items based on his level. The Druid can assume animal form 2
usable by all classes as well as items specifically usable by times per day; every four levels beyond 4th he gains an
the Druid class. additional use of this ability per day. The forms a Druid can
take are:
2nd level: a Druid has the ability to enchant potions,
scrolls and wands of spells they know 4th level: a Druid can assume a smaller than man-size
animal form
7th level: a Druid has the ability to manufacture lesser
golems out of natural materials by spending a small 7th level: a Druid can assume a small or man-size
fortune for craftsmen and using a plethora of exotic animal form
components at the appropriate levels
10th level: a Druid can assume a small to larger than
9th level: a Druid gains the ability to enchant magical man-size animal form
rods and staves
13th level: a Druid can assume a small to giant-size
12th level: a Druid gains the ability to enchant magical animal form
armor, rings, weapons and miscellaneous items
Nature’s Sight (6th level): A Druid can use any natural pool
15th level: a Druid has the ability to manufacture of roughly at least 1 foot in radius and 1 inch deep to scry
greater golems from natural materials at the any person they know or place they have been as a crystal
appropriate levels ball with clairaudience.

Spellcasting (2nd level): Similar to a Cleric, a Druid gains The focus of the scrying cannot be on another plane. It
his spells from meditation and the power of Nature; but takes 1-4 hours of meditation to initiate this ability and can
instead of a holy symbol he carries carry a fetish in the be maintained for one hour per two points of Charisma of
form of a decorated walking staff or a string of small the Druid.
fetishes.
Sacred Grove (9th level): At 9th level a Druid can establish
A Druid casts spells, which are drawn from the Druid Spell a sacred grove to house his knowledge and discoveries. He
List. Druid spells must have holly or mistletoe to be used in will attract a mixed bag of followers (apprentice Druids,
conjunction with druidic symbols in order to function. Rangers, strangely intelligent animals and even a few
magical monsters, perhaps). These followers serve him with
Woodland Stride (3rd level): A Druid may pass through whatever loyalty he can inspire in them.
any sort of non-magical undergrowth (such as natural
thorns, briars, overgrown areas, and similar terrain) at his Elemental Form (12th level): When a Druid reaches 12th
normal movement without taking damage or suffering any level, he gains the ability to use his animal form ability to
other impairment. become an elemental of small to large size.

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Characters D&D: Companion

Multiple Attacks (7th level): At this level Fighters become so


adept at determining weaknesses in their opponents’
defenses that they may make multiple melee strikes each
round.

Establish Stronghold (9th level): When a Fighter attains 9th


level he may establish a castle or stronghold and attract a
body of loyal men-at-arms. The Fighter can possibly
become a feudal Lord or even a Baron.

MAGIC-USERS
Hit Dice Type: d4; +1 hit point per level after 9th
Armor/Shield
None
Permitted:
Weapons Permitted: Club, dagger, staff, dart, sling
Prime Requisite: Intelligence
Starting Gold: 1-6 x10 gp

Magic-users are the practitioners of the magical arts,


sometimes called Magi or Wizards. Magic-users draw upon
the energies of the Ethereal plane to create the spells they
cast. They spend much of their early life apprenticed to
FIGHTERS another Magic-user to learn their craft.
Hit Dice Type: d8; +2 hit points per level after 9th
At home in a library more so than a dungeon, piles of
Armor/Shield
All armor allowed; shields allowed dusty tomes and beakers and bottles full of spell
Permitted:
components are as much a part of a Magic-user as a sword
Weapons Permitted: All
is to a Fighter.
Prime Requisite: Strength
Starting Gold: 5-30 x10 gp
Arcane Creation (1st level): If a Magic-user has access to a
magical laboratory possessing all of the proper exotic
Fighters are warriors, mercenaries, sell-swords, valiant components and an arcane library then he has the ability
heroes or vile masters of arms. The simplest profession, to craft general magical items usable by all classes as well
Fighters make their living by killing their opponents before as items specifically usable by the Magic-user classes.
their opponents can do the same. It’s a rough and tumble
life, but one that is needed in every adventuring party. 1st level: a Magic-user may attempt to enchant potions,
Fighters are the backbone of every adventuring group, scrolls and wands of spells they know
protecting the front line and ensuring the more fragile
members can survive to perform their specialized roles. 7th level: a Magic-user has the ability to manufacture
lesser golems by spending a small fortune and using a
Leadership (4th level): Fighters at this level are examples of plethora of exotic components at the appropriate levels
battlefield bravery and have knowledge of tactics.
9th level: a Magic-user gains the ability to enchant
If any hirelings in the employ of a Fighter fail a Morale magical rods and staves
check, once per combat the character can immediately
make a rally call to arms. This grants the hirelings an 12th level: a Magic-user gains the ability to enchant
immediate reroll of their check if they can see or hear him. magical armor, rings, weapons and miscellaneous
items
If a Fighter treats his hirelings well, they do not check
Loyalty after each adventure they accompany him on. 15th level: a Magic-user has the ability to manufacture
greater golems at the appropriate levels
When the character founds his Stronghold, this ability
applies to his followers as well.

- 10 -
D&D: Companion Characters

Spellcasting (1st level): Unlike Clerics and Druids, a Magic-  Honor: Always act in an honorable manner, show
user owns a book or books of spells (which does not respect to allies and enemies no matter the
necessarily include all of the spells on the standard lists). situation;
 Spirituality: Hold fast to your calling and know you
Magic-users begin play with (1-3 + Language adjustment) will be provided for;
spells of 1st level in their spell books, plus read magic. The  Humility: Lead by example; seek not glory for
DM will determine which spells the Magic-user has learned. glory’s sake.

Magus’ Tower (9th level): At 9th level, a Magic-user can If a Paladin breaches his Code on occasion, he can confess
build a wizards’ tower for himself to house his libraries and his sin to a Cleric, atone and be absolved. If he willfully
laboratories. He will attract a mixed bag of followers makes a major infraction against his Code or commits an
(apprentices, mercenaries, strange servants (some with odd act against his faith, he loses all of his divine gifts.
abilities and/or deformities), and even a few magical
monsters, perhaps). These followers will serve him with Aura of Glory (1st level): a Paladin projects an aura that
whatever loyalty he can inspire in them. grants them and allies within a 10 foot radius a +1 bonus
to saving throws against charm and fear spells and effects
and boosts Morale of henchmen by +2.
PALADINS
Hit Dice Type: d8; +2 hit points per level after 9th Detect Evil (1st level): By spending a round concentrating,
Armor/Shield a Paladin has the ability to detect evil as the Cleric spell for
All armor allowed; shields allowed a duration of 1 turn, up to 3 times per day.
Permitted:
Weapons Permitted: All
Prime Requisites: Strength and Wisdom Touch of Grace (1st level): Paladins can heal wounds 1-6
Starting Gold: 4-24 x10 gp hit points per day by merely touching the recipient. Every
Special: Paladin Code; must be Lawful five levels a Paladin gains an additional 1-6 points of

The Paladin is a charismatic warrior touched by the Gods,


performing deeds in the name of Good and Righteousness,
defending the weak and taking the fight to Evil and
Injustice.

Prospective Paladins must have minimum Ability Scores of


at least a Strength of 13, Wisdom of 12 and Charisma of
15.

The Paladin is a sub-class of Fighter who is strong, wise


and charismatic as well as dedicated to the tenets of Good
and Justice. Some may follow a church or specific temple
but their calling is to be paragons of Good and slayers of
Evil. They have a code of conduct they must follow that
guides their lives in the fight against Evil.

Paladin’s Code: Paladins cannot hire or work with those


that are Chaotically aligned. All Paladins must follow a
Code that governs their daily lives and generally consist of
the following:

 Honesty: Always act honestly and responsibly;


 Compassion: Show compassion to those in need;
 Valor: Be valorous in combat;
 Justice: Respect the ruling authority and laws of
the land when they are applied fairly;
 Sacrifice: Give alms to those in need, live your life
in service;

- 11 -
Characters D&D: Companion

healing. He may split the healing dice up each day or use RANGERS
them all at once.
Hit Dice Type: d8; +2 hit points per level after 9th
Armor/Shield Leather, ring mail and studded
Once per week, he may also cure disease as the 3rd level
Permitted: leather allowed; shields allowed
Cleric spell by touch.
Weapons Permitted: All weapons allowed
Prime Requisites: Strength and Dexterity
Blessed Mount (2nd level): A Paladin can call upon his
Starting Gold: 3-18 x10 gp
Deity to provide a bonded mount to carry him into battle. If
Cannot own more wealth than they
the mount is killed honorably, the Paladin may petition
and a mount can carry; must be
again after at least one year has passed, but only once in
Special Requirement: Lawful or Neutral
his lifetime can he gain a second mount.
Rangers are rugged outdoorsman, huntsman, trackers and
The mount is a warhorse of maximum hit points and as
protectors of forest communities. The Ranger is a protector
intelligent as an average human. Its bond and faith in the
of the fringes of civilization and the road wardens of the
Paladin are unshakable (morale 12).
trails and roads between inhabited lands. They can often
be found working alongside of Druids, but Rangers tend to
Holy Strike (2nd level): When fighting against undead and
think Druids spend too much time in the wild. Rangers are
Chaotic planar monsters, a Paladin adds his Charisma
trained to be fast moving warriors, scouts and guerrilla
adjustment to his damage rolls. Against these opponents
fighters. They will employ a great variety of tricks and
any weapon he wields is considered a magical weapon.
maneuvers using the terrain to their advantage when
fighting. Rangers have an enmity for a few select races,
Divine Blessing (4th level): The Paladin has the ability to
usually ones they must deal with violently and often. Once
cast bless, purify food and drink and sword of flame as
a Ranger sets himself against an enemy, it is for life.
spell-like abilities once per day each.
The Ranger is a sub-class of the Fighter who is strong,
Multiple Attacks (7th level): Paladins become so adept at
tough and smart. Rangers gain several special abilities and
determining weaknesses in their opponents’ defenses that
Druidic Boons due to their training as they gain levels.
they may make multiple melee strikes each round (as a
Fighter).
Prospective Rangers must have scores of at least 12
Strength, 12 Intelligence, and 14 Constitution.
Dispel Evil (8th level): The Paladin is granted access to the
ability to dispel evil as a Cleric of equal level once per day.
Ranger Restrictions: Because they live a nomadic lifestyle,
Rangers never retain personal wealth, keeping only what
Establish Stronghold (9th level): When a Paladin attains the
won’t weigh them and an eventual mount down. Otherwise
level of Paladin Lord/Lady he may establish a stronghold
they may only keep what they need to live and pay for the
and attract a body of loyal men-at-arms who will swear
upkeep of their animal followers.
fealty to him. Most likely, the protection of a castle will
attract villagers, and the Paladin can possibly become a
Rangers may never associate with known Chaotic
feudal Lord or even a Baron.
individuals. A Ranger cannot hire henchman nor have any
hirelings.

Rangers must retain their good standing with a Druidic


Circle, else they will lose their Druidic Boons (marked with
an *) until they are absolved of their actions (if possible).

Call of the Wild* (1st level): Instead of henchman the


Ranger may attempt to befriend a number of animals equal
to or less than the allowed number of henchmen as given
by his Charisma score. Animals swayed by the Ranger will
serve him in the same manner henchmen serve more
civilized characters. Animals that have more hit dice than
the Ranger has levels will not serve him. The Ranger can
also use this ability to influence an animal-like magical
creature (such as a blink dog), but the DM will make the
check on the Retainer Reaction chart at a -1 penalty.
- 12 -
D&D: Companion Characters

Tracking (1st level): Most people can see obvious tracks he may make multiple melee strikes each round (as a
and follow them; the Ranger is an expert in tracking across Fighter).
difficult terrain and hard to spot tracks. With a successful
check a Ranger can determine either creature type(s), Establish Stronghold (9th level): When a Ranger attains the
number of creatures, age of the tracks or direction traveled level of Ranger Lord/Lady he may establish a wilderness
(same chance as a Thief’s find traps score). stronghold similarly to that of the elves and attract a body
of loyal men-at-arms who will swear fealty to him. Most
While moving at normal movement rate and likely, the protection of a stronghold will attract rural-
unencumbered, a Ranger leaves no trail in natural minded villagers (mostly farm-oriented as opposed to those
surroundings. He can cover the tracks of one other person that want to city-build) and the Ranger can possibly
per two Ranger levels. If being tracked by another Ranger, become a feudal Lord or even a Baron.
the tracker’s chance of success is cut in half.
If the Ranger has been steadfast in his duties and alignment
The DM can institute penalties to this skill for difficult the Druids will grant him a boon - all animals within eight
circumstances (tracking in a snowstorm for example, or miles of the Ranger’s stronghold will act as messengers,
going from soft ground to hard clay or stone), but in any eyes and ears reporting news of things to him.
case the final chance of success can never be more than
99% In urban and subterranean environs the Ranger’s
chance to track is halved. THIEVES
Hit Dice Type: d4; +2 hit points per level after 9th
Wilderness Lore (1st level): Rangers are knowledgeable Armor/Shield Leather, ring mail and studded
about things natural. They have knowledge of natural Permitted: leather armor; shields allowed
plants, animals and effects (determine true north, tidal Hand axe, club, dagger, mace,
movements, auroras, clean water, etc) equal to a Druid. spear, staff, long sword, short
sword, whip, short bow, crossbow,
Wilderness Skulk (1st level): Rangers are proficient at Weapons Permitted: dart, firearm (pistol), sling
remaining unseen and unheard in the wilds being able to Prime Requisite: Dexterity
move silent and hide in shadows like a Thief, making them Starting Gold: 4-24 x10 gp
excellent scouts and wilderness spies.
Thieves aren’t just backstreet cut-throats, they are a class
In urban and subterranean environs the Ranger’s chance to
that has panache with their flashy and agile forms of
perform these is halved.
fighting as well as their cocky skill at exploration and
treasure gathering skills.
Favored Enemy (2nd level): Rangers are protectors of the
edges of civilization and lonely roads in uncivilized places.
Thieves either skulk unseen or carry themselves with an air
As such, they form a special enmity for destructive
of skill and an aura of luck. Being good at what you do
creatures and those that prey on the weak and defenseless.
isn’t an option for the Thief, only the best survive to
eventually enjoy the amassed wealth that their dangerous
The Ranger chooses two types of monsters he’s faced.
lifestyle gains them.
When fighting these creatures he inflicts an additional die
of weapon damage. At 6th, 12th and 18th level he may
Backstab (1st level): If a Thief attacks while successfully
select an additional creature type. Because of his enmity
hidden, with surprise or while his opponent is overly
towards these races any party he is with takes a -1 penalty
distracted, his melee attacks inflict additional damage.
on monster reactions when dealing with his foes.
Backstabs can only be made on the first attack each round
Wilderness Magic* I (4th level): The Ranger has the ability
it applies to. Thieves inflict additional damage based on
to use cure light wounds, purify food and water and speak
their level:
with animals as spell-like abilities once per day each.
Thief Level Backstab Damage
Wilderness Magic II* (6th level): The Ranger has the ability 1-3 +1 - 6
to use cure serious wounds, neutralize poison and 4-7 +2 - 12
shillelagh as spell-like abilities once per day each. 8 - 11 +3 - 18
12 - 15 +4 - 24
Multiple Attacks (7th level): The Ranger becomes so adept 16+ +5 - 30
at determining weaknesses in his opponents’ defenses that

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Characters D&D: Companion

Bonus Languages (1st level): In addition to the languages Traveler’s Luck (1st level): The Thief can draw on Luck to
gained by virtue of Intelligence, Thieves know the ‘Thieves gain a reroll to any Thief Skill check or Trap Evading
Cant’ (a secret language of codes and gestures to aid check. The DM secretly rolls a d3 +the character’s
Thieves and other individuals to communicate around any Charisma Reactions adjustment each game month to
listeners). determine how many times the Thief can ‘go to the well’.
Unused luck doesn’t roll over; each month it is reset by the
Thief Skills (1st level): In addition to the rules for Thief die roll.
Skills (B8), see the following:
Trap Evading (2nd level): If a Thief successfully makes any
DMs may assess penalties to making a skill check, so all the required saving throw against a trap, he suffers no damage
scores eventually surpass 100%. After all modifiers or effect from the trap. He must be able to move freely and
however, the maximum chance of success can be no be unencumbered to do this.
higher than 98%.
If the trap requires a ‘to hit’ roll, any rolls against the Thief
Remove Traps: Rolling a ‘00’ sets off the trap during are rolled twice, taking the worst result in the Thief’s favor.
the remove trap attempt. Failing on any other number
sets the trap off accidentally on a 1-2 on a d6. Reading Languages (4th level): The Thief has a base 80%
chance to read non-magical languages on any written work
With the help of a Magic-user or Elf, Thieves can he sees. He adds his level to his chance of success.
attempt to temporarily disarm magical traps at half of
their normal chance of success. If successful the trap is Establish Hideout (9th level): When a Thief attains 9th level
inactive for 5-10 turns. he may establish a hideout and attract a body of generally
loyal followers. Constructing a hideout in a civilized area
Pick Pockets has a -5% penalty to the chance of could become a Guildhouse if the character wishes to
success for every level or HD over 5 of the victim. establish a Thieves’ Guild (the details are left to the DM).

Climbing overhangs/upside down halves the chance of Multiple Attacks (10th level): Thieves become so adept at
success. determining weaknesses in their opponents’ defenses they
may make two melee strikes each round (like a Fighter).
Hear Noise has a -5% penalty per 10 feet of distance
involved; solid doors (with no cracks or gaps) halve the Spell Scrolls (10th level): Thieves can use spell scrolls but
chance of success. suffer a 10% chance per spell level of a backfire or miscast
(this doesn’t affect the use of general protection scrolls).
Ventriloquism is the ability to 'throw' your voice to The exact effects are determined by the DM.
another location nearby (usually about 10 feet).

Disguise/Mimicry has a -5% penalty to the chance of DWARVES


success for every level or HD over 5 of the target you Hit Dice Type: d8; +2 hit points per level after 9th
are trying to fool. If a disguise is of a well-known Armor/Shield
person then the base chance is halved. All armor allowed; shields allowed
Permitted:
Weapons Permitted: All except pole-arms and long bows
Prime Requisite: Strength
Starting Gold: 5-30 x10 gp

Dwarves are a race of underground-dwelling humanoids


that stand about 4 feet tall, have a ruddy complexion and
(usually) a full beard of dark hair. The lifespan of a Dwarf is
about 275 years. Even though Dwarves are of smaller than
man height their girth and power allows them to function
as if they were man-sized. Dwarves tend to live in closely
knit clans and are very closed-off from the politics and
doings of other races. Some individuals (especially when
young) explore the surface world, and bring back tales of
adventures and sites for clans to expand into.

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D&D: Companion Characters

Ability Score Requirements: To be a Dwarf the character ELVES


must have a Constitution score of 9 or greater.
Hit Dice Type: d6; +1 hit points per level after 9th
Leather, studded leather, ring mail,
Racial Traits: Dwarves have several special qualities that set
Armor/Shield breastplate, chain shirt and chain
them apart from humans and other demi-humans.
Permitted: mail; shields allowed
Weapons Permitted: All
Darkvision: Dwarves can see up to 60 feet in complete
Prime Requisites: Strength and Intelligence
darkness. This vision is in black and white.
Starting Gold: 3-18 x10 gp
Defensive Combat Style: Dwarves only suffer half
damage from the attacks of giants due to their training Elves are a race distantly related to the faerie. From deep
in fighting the larger folk. They will always take at least in their forest homes, mountain glades and other remote
1 point of damage from a successful strike. places the Elves have existed long before the dawn of man.
Elves are naturally long-lived and graceful. Most Elves
Internal Compass: While underground, Dwarves can stand about 5 feet tall and have fair skin and hair. The
intuit their depth and direction traveled. The chance of lifespan of an elf is about 330 years. Most Elves live in
success on a d100 is: isolated communities.

Level Chance of Success Ability Score Requirements: To be an Elf the character


1-3 16 + Intelligence score must have an Intelligence score of 9 or greater.
4-7 33 + Intelligence score
8 - 11 50 + Intelligence score Racial Traits: Elves have several special qualities that set
12+ 66 + Intelligence score them apart from humans and other demi-humans.

Languages: Dwarves speak common, dwarf, gnome, Infravision: Elves can see up to 1-1/2 times the
goblin and kobold. distance as a man in low-light conditions (such as torch
or lantern light).
Powerful Build: Though smaller than a man, the
powerful build of a Dwarf allows him to wield weapons Keen Detection: Elves possess heightened senses and
as if he were man-size. He may not wield pole-arms or can normally detect hidden and concealed doors by
long bows however. merely passing within five feet of them. The chance of
success on a d100 is:
Stonework Detection: Dwarves are good at spotting Level Chance of Success
traps, slanting passages, and new construction in 1-3 16 + Wisdom score
stonework. They have the same base chance to detect 4-7 33 + Wisdom score
these things as they do to intuit direction, modifying 8 - 11 50 + Wisdom score
the base chance of success with Intelligence. 12+ 66 + Wisdom score
Multiple Attacks (7th level): At this level, a Dwarf becomes
Languages: Elves speak common, elf, gnoll, orc and
so adept at determining weaknesses in their opponent’s
hobgoblin.
defenses that he may make multiple melee strikes each
round in the same manner as a Fighter of equal level.
Saving Throw: Elves are immune to paralysis caused
by undead.
Establish Stronghold (9th level): When a Dwarf attains 9th
level he may establish a dwarven stronghold (usually in the
Arcane Creation (1st level): If the Elf has access to a
mountains) and attract a body of loyal dwarven men-at-
magical laboratory possessing all of the proper exotic
arms who will swear fealty to him.
components and an arcane library, then he has the ability
to craft magical items usable by all classes and items
Most likely, the protection of a stronghold will attract
specifically usable by the Elf and Magic-user classes.
villagers and Dwarven Clans. The Dwarf can become a
Clanholder or possibly a feudal Lord or Baron.
1st level: the Elf may attempt to enchant potions,
scrolls and wands of spells they know

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Characters D&D: Companion

7th level: an Elf has the ability to manufacture any Most Giantkin stand about 6-1/2 to 7-1/2 feet tall with
lesser golem by spending a small fortune and using a lanky dark hair and rough, dark skin. They have a lifespan
plethora of exotic components of about 80 years. Giantkin make decent Fighters due to
their size and are very spiritual, seeking solace in religion
9th level: the Elf gains the ability to enchant magical where they are treated as equals.
rods and staves
Ability Score Requirements: To be a Giantkin the character
12th level: the Elf gains the ability to enchant magical must have a Strength score of 11 or greater.
armor, rings, weapons and miscellaneous items
Racial Traits: Giantkin have several special qualities that set
15th level: an Elf has the ability to manufacture greater them apart from humans and other demi-humans.
golems at the appropriate levels
Exceptional Strength: Giantkin double their Strength
Spellcasting (1st level): Each Elf owns a book or books of damage adjustment for melee and hand-thrown
spells, which does not necessarily include all of the spells weapons.
on the standard lists.
Giant Blood: For all effects related to race, a Giantkin
Elves begin play with 1-2 Magic-user spells of 1st level in is considered a Giant as well as humanoid.
their spell books, plus read magic. The DM will determine
which spells the Elf knows. Languages: Giantkin speak common and ogre.

Multiple Attacks (7th level): At this level, an Elf becomes so Powerful Build: Although they are at the tall end of
adept at determining weaknesses in his opponent’s being man-size, the powerful build of a Giantkin allows
defenses that he may make multiple melee strikes each him to wield versatile one-handed melee weapons and
round in the same manner as a Fighter of equal level. two-handed melee weapons (other than pole-arms)
one-handed with full benefit.
Establish Stronghold (9th level): When an Elven character
attains 9th level he may establish a forest or plains Extra Attacks (7th level): At this level, a Giantkin becomes
stronghold and attract a body of loyal elves who will swear so adept at determining weaknesses in their opponents’
fealty to him. The manor or castle must be aesthetically defenses that they may make multiple melee strikes each
pleasing and blend with the environment. round in the same manner as a Fighter of equal level.

Most likely the protection of a stronghold will attract Establish Stronghold (9th level): When a Giantkin character
villagers and Elven Clans and the character can possibly attains 9th level he may establish a stronghold and attract a
become a feudal Lord, Baron or possibly a Clanholder. body of loyal men-at-arms or possibly monsters-at-arms (if
Chaotic) who will swear fealty to him. Most likely, the
protection of a fortified outpost will attract villagers and the
character can possibly become a feudal Lord, Baron or a
GIANTKIN Warlord.
Hit Dice Type: d8; +4 hit points per level after 9th
Armor/Shield
All armor allowed; shields allowed GNOMES
Permitted:
Weapons Permitted: All Hit Dice Type: d6; +3 hit points per level after 9th
Prime Requisite: Strength Armor/Shield
All; shields allowed
Starting Gold: 6-36 x10 gp Permitted:
All small and medium-size weapons
Giantkin are the union of the smaller Giant races (runty hill Weapons Permitted: allowed
giants and ogres mainly) and humans - larger than an Prime Requisite: Intelligence and Dexterity
average human but smaller than a normal Giant. While Starting Gold: 3-18 x10 gp
smaller than true Giants, Giantkin are smarter and use their
increased intelligence to rise into positions of power in their Thought of by most other races as a cousin race to the
tribes (if they survive childhood and are not outcast). Those Dwarves, the Gnomes live deep in the earth surrounded by
born into the barbarian tribes are looked upon as a boon the bedrock that forms the foundations of the world’s
and with the potential to be a great hero to its tribe. surface. While Dwarves live in mountains, Gnomes dig
deep underground and are expert miners and
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D&D: Companion Characters

five feet with their normal attacks. The character’s


carrying capacity is half that of a human character.

Stonework Detection: Gnomes are good at spotting


traps, slanting passages, and new construction in
stonework on a d100:

Level Chance of Success


1-3 16 + Intelligence score
4-7 33 + Intelligence score
8 - 11 50 + Intelligence score
12+ 66 + Intelligence score
demolitionists, needing those skills to survive and thrive in
their deep communities.
Weapon/Armor Restrictions: Armor made for a
Gnome weighs half as much as normal but costs the
Despite their hard life, Gnomes are a jolly lot whose love
same as a man-sized armor. Gnomes can wield melee
for song and dance rivals that of the Elves. They love
weapons up to small-size one-handed but must wield
illusions to take away the stress of daily life and consider
medium-size weapons two-handed without the benefit
gems and jewelry a status symbol of their wealth. Gnomes
of any increased damage; they cannot wield large
stand about 3-1/2 feet tall and have dark skin with stone-
melee weapons and long bows at all.
colored hair. Most have short beards or no facial hair at all.
They have a lifespan of about 225 years.
Multiple Attacks (7th level): At this level, Gnomes become
so adept at determining weaknesses in their opponents’
Ability Score Requirements: To be a Gnome, the character
defenses that they may make multiple melee strikes each
must have a Dexterity score of 9 or greater and a
round in the same manner as a Fighter of equal level.
Constitution score of 9 or greater.
Establish Stronghold (9th level): When a Gnome attains
Racial Traits: Gnomes have several special qualities that set
9th level he may establish a foothills stronghold and mine
them apart from humans and other demi-humans.
and attract a body of loyal gnome-at-arms who will swear
fealty to him. Most likely, the protection of a castle or
Darkvision: Gnomes can see up to 90 feet in the dark
fortified mine will attract villagers and Gnomish Clans and
in black and white. Because they are adapted to the
the Gnome can possibly become a feudal Lord, Baron or
dark, they suffer a penalty of -1 ‘to hit’ in sunlight or
possibly a Clanholder.
equal brightness.

Demolitionist: Gnomes have an instinctual feel for


explosives and their best use. Gnomes using firearms
HALFLINGS
suffer no chance of a dud wad or jam. When hurling Hit Dice Type: d4; +2 hit points per level after 9th
flaming oil or grenade-like weapons they inflict an Armor/Shield
All; shields allowed
additional die of damage. Permitted:
All small and medium-size weapons
Internal Compass: Like their cousins, the Dwarves, Weapons Permitted: allowed
Gnomes can intuit their depth underground and Prime Requisites: Strength and Dexterity
direction traveled on a d100: Starting Gold: 3-18 x10 gp

Level Chance of Success Halflings are small humanoids that live in quiet vales or
1-3 26 + Wisdom score other naturally attractive places. They are a quiet farming
4-7 43 + Wisdom score race, close to the seasons and the soil. Though most
8 - 11 60 + Wisdom score Halflings would rather be drinking honey mead in front of a
12+ 76 + Wisdom score fireplace or at a local tavern with good friends, they
sometimes feel the wanderlust to see the world when they
Languages: Gnomes speak common, gnome, dwarf, are young. Most adult Halflings feel that these young
goblin and kobold. rabble-rousers stir up more trouble than they’re worth, and
are happy to see them go off until they regain their
Smaller than Man-size: Gnomes take up half the sensibilities.
amount of space a man requires. Gnomes can reach

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Characters D&D: Companion

Though most Halflings would never dream of going off on


a grand adventure out of their homelands, they do have a
lust for stories, music and dance. Halflings aren’t very good
at fighting, spellcasting or being divinely devoted.

On average Halflings stand about 3 feet tall with soft


colored eyes and hair. When possible, they go barefoot so
they can feel the earth beneath their feet. They have a
lifespan of about 110 years.

Ability Score Requirements: To be a Halfling the character


must have a Dexterity score of 9 or greater and a
Constitution score of 9 or greater.
Smaller than Man-size: Halflings take up half the
Racial Traits: Gnomes have several special qualities that set amount of space a man-size creature requires.
them apart from humans and other demi-humans. Halflings can reach five feet with their normal attacks.
The character’s carrying capacity is half that of a
Deadly Accuracy with Missiles: Halflings receive a +1 human character.
bonus on ‘to hit’ rolls when firing missile weapons or
throwing weapons and halve any chance to hit Weapon/Armor Restrictions: Armor made for a
adjacent targets when firing into melee combat. Halfling weighs half as much as normal but costs the
same as a man-size armor. Halflings can wield melee
Defensive Fighting Style: Being used to fighting larger weapons up to small-size one-handed but must wield
creatures, Halflings are awarded a -1[+1] AC bonus medium-size weapons two-handed without the benefit
against man-sized monsters and a -2[+2] AC bonus of any increased damage; they cannot wield large
against larger than man-sized monsters. melee weapons and long bows at all.

Easily Overlooked: Halflings are innocuous creatures Multiple Attacks (7th level): At this level, Halflings become
rarely seen as a threat by the larger races. As such they so adept at determining weaknesses in their opponents’
have an excellent chance to be overlooked in the defenses that they may make multiple melee strikes each
outdoors and find places to hide to escape or regroup round in the same manner as a Fighter of equal level.
to attack.
Establish Stronghold (8th level): When a Halfling character
Indoors and in normal lighting conditions (or worse) if attains 8th level he may establish a shire and attract a body
a Halfling can find some cover or shadows he can hide of loyal halfling men-at-arms who will swear fealty to him.
as long as he stays still at half the base chance plus his Most likely, the protection of a fortified manor will attract
Dexterity score. villagers and Halfling Clans and the character can possibly
become a feudal Lord, Mayor, Sheriff, Baron or possibly a
Under these conditions he has the following chances Clanholder.
on a d100:
Level Chance of Success
1-3 30 + Dexterity score
4-6 50 + Dexterity score
7-9 70 + Dexterity score
10+ 90 + Dexterity score

Languages: Halflings speak common and halfling as


well as kobold and goblin.

Quick to Act: Halflings gain a +1 bonus to individual


initiative for Pair Combat (if that system is used, see
Pair Combat, B23) in addition to their Dexterity
adjustment.

- 18 -
D&D: Companion Characters

Equipment Table, revised Signal Whistle 5 sp


Item Cost Signet ring 5 gp
Acid, Flask 10 gp Spellbook (blank) 250 gp
Artisan’s Tools 4 gp Spike, iron 5 cp
Backpack (400 cn capacity) 5 gp Spyglass (x2 magnification) 500 gp
Barrel 2 gp Tent, 2 man 10 gp
Bedroll 2 sp Torch (20 foot radius) 1 cp
Bell 1 gp Waterskin 1 gp
Blanket 5 cp Wolvesbane 1 sp
Block and tackle 5 gp
Belt Pouch (100 cn capacity) 2 cp Transportation Table, revised
Bottle (wine), glass 2 gp Type Cost
Bucket (5 gal) 5 sp
Animal Feed (per day) 5 cp
Bundle of Wooden Stakes (12) 3 sp
Candle 1 cp Cart, Hand (4000 cn cap) 10 gp
Canvas (sq. yd) 1 sp Cart, Small Wagon or Chariot (1
80 gp
Case (map or scroll) 1 gp horse; 5000 cn cap)
Chain (10 feet) 30 gp Galley, Small (10 rowers, 40,000 cn
Chalk, 1 piece 5 cp cap) 10,000 gp
Chest, Small (2 cubic feet) 2 gp Galley, Large (20 rowers, 60,000 cn
Clothes, Commoner 1 sp cap) 30,000 gp
Clothes, Fine 2 gp Chain Barding AC 5[15] 320 gp
Clothing Items (boots, cloak, etc) 1 gp/ea Leather Barding AC 7[13] 160 gp
Crowbar 2 sp Plate Barding AC 3[17] 500 gp
Fishing net (25 sq feet) 4 gp Horse, Draft or Camel (4,500 cn
Flask (leather) 3 cp
cap) 30 gp
Flint & Steel 1 gp
Garlic (1 pound) 1 sp Horse, Riding (3,000 cn cap) 80 gp
Grappling Hook 1 gp Horse, War (4,000 cn cap) 360 gp
Hammer, Small 5 sp Mule/Burro (3,000 cn cap) 15 gp
Healer’s Kit 10 gp Raft (10 foot x 10 foot, 6,000 cn
Holy Symbol, wooden 1 sp cap) 40 gp
Holy Symbol, steel or iron 1 gp River Boat (40,000 cn cap) 100 gp
Holy Symbol, silver 25 gp Rowboat (15,000 cn cap) 20 gp
Hourglass 25 gp Saddle 25 gp
Ink and Quill (1 oz) 1 gp
Saddle Bags (1,000 cn cap) 10 gp
Ladder (10 foot) 5 cp
Lamp, bronze (30 foot radius) 1 sp Sailing Ship, Large (300,000 cn cap) 50,000 gp
Lantern, bull’s-eye (50 foot cone) 12 gp Sailing Ship, Small (100,000 cn cap) 25,000 gp
Lantern, hooded (40 foot radius) 7 gp Wagon (15,000 cn cap) 50 gp
Lock 20+ gp War/Guard Dog 100 gp
Lockpicks 30 gp
Manacles 15 gp Torches last 4-9 turns.
Mirror (hand, small steel) 20 gp Lanterns last four hours (24 turns) per pint of oil.
Mug or Tankard (wooden) 2 cp
Musical Instrument 5-50 gp 10 cn (coins) is roughly 1 lb of bulk.
Oil (lamp), 1 pint 1 sp
Parchment (sheet) 2 sp
Pick, miner’s 2 gp
Coin Exchange Rates
Pole, 10 foot. 2 sp 10 copper pieces = 1 silver piece
Pot, iron 5 sp 10 silver pieces = 1 gold piece
Rations, trail (1 day worth) 5 sp 2 gold pieces = 1 electrum piece
Rations, dried (1 day worth) 1 gp 5 gold pieces = 1 platinum piece
Rope, hemp (50 feet) 1 gp
Rope, silk (50 feet) 10 gp An average amount of general equipment has a total
Sack, Small (200 cn capacity) 1 gp encumbrance of about 80 cns. More or less can be
Sack, Large (600 cn capacity) 2 gp assessed by the DM.
Shovel or Spade 2 gp

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Characters D&D: Companion

something solid overhead to attach to (or a tripod system


of some kind) in order to lift something.

Belt Pouch - A small bag, usually worn on the hip off of a


belt that can be tied closed.

Bottle (Glass) - A blown glass bottle, useful tor keeping


liquids in.
Descriptions of Miscellaneous Equipment Bucket - A wooden bucket with a simple handle.
Acid, Flask - Usually a potent alchemic mixture that can eat
through most substances through a constant and careful Bundle of Wooden Stakes - A bunch of slender wooden
application over 1d6+4 rounds. rods, sharpened at one end.
Animal Feed - One bag of feed for one day of an animal’s Candle - A small candle capable of illuminating about a
needs for common animals such as horses and mules. five feet radius for four hours.
More exotic animals may need more expensive food.
Canvas - A plain piece of canvas. Prices are for a 1 foot x 1
Artisan’s Tools - is a generalization for a set of tools utilized foot square.
by a professional. Some examples of artisan’s tools are:
 Alchemist's supplies Cart - Also called a farmer’s cart this two-wheeled wagon
 Brewer's supplies can be pulled by a single man.
 Calligrapher's supplies
 Carpenter's tools Case (Map or Scroll) - A small wooden box that provides a
 Cartographer's tools water resistant compartment to store paper in.
 Cobbler's tools
 Cook's utensils Chain - Made of iron-forged links heavy enough to keep
 Glassblower's tools any creature of less strength than an Ogre bound.
 Jeweler's tools
 Leatherworker's tools Chalk - Useful for marking things on stone or wood.
 Mason's tools
 Painter's supplies Chest, Small - A wooden reinforced coffer capable of
 Potter's supplies holding up to 200 coins’ worth of small items.
 Smith's tools
 Tinker's tools Clothes - Clothing of the tunic, breeches (pants), dresses,
 Weaver's tools cloaks, shoes/boots, hats, gloves variety.
 Woodcarver's tools
Crowbar - A simple metal rod with a flat end, useful for
Backpack - A heavy duty leather sack with shoulder straps prying open sealed objects. It grants a +1 bonus to
and attach points to carry gear. opening doors and locked chests.

Barding - functions similarly to the human equivalent Fishing Net - A large net that is useful for capturing aquatic
armor. Barding protects horses (and sometimes war dogs) animals.
with the same protection as the human armor.
Flask (leather) - A small leather sack for holding liquids (a
Bedroll - A water resistant sleeping sack, comes in furred, volume equal to a US fluid ounce).
quilted and non-quilted versions for the level of warmth
needed. Flint & Steel - Useful tool for creating fire sparks to light
tinder for fires.
Bell - A small hand bell made of steel.
Garlic - Has many culinary uses and also helps to ward off
Blanket - Covering for a bed, comes I many varieties. vampires.

Block and Tackle - This reduces the amount of weight of a Galley - A galley is a type of ship that is propelled mainly
heavy load by half. Requires 100 feet of rope and by rowing. The galley is characterized by its long, slender

- 20 -
D&D: Companion Characters

hull, shallow draft and low clearance between sea and Parchment (sheet) - A page of plant material pressed into a
railing. Virtually all types of galleys had sails that could be sheet, cheaper alternatives exist such as paper but these
used in favorable winds, but human strength was always will tear easier and ignite quicker.
the primary method of propulsion.
Pick, Miner’s - An iron double-pointed head mounted on a
Grappling Hook - A rod made of iron with 3 or 4 hooks on sturdy wooden handle.
one end and a loop for rope on the other.
Pole (10 foot) - A sturdy length of wood.
Hammer, Small - A small hand hammer, useful for
pounding spikes into doors and steaks into hearts. Pot, Iron - A small cooking pot with long handle/hangar.

Healer’s Kit - This kit is a leather pouch containing Raft - A simple craft of planks tied together to form a flat
bandages, salves, and splints. The kit has ten uses. bottom boat. Uses poles or paddles to move through
shallow water.
Holy Symbol (Iron, Silver, Steel & Wooden) - A symbol for
use by the faithful characters. Useful in holding some Rations (Trail & Dried) - Consisting of fruit, bread, hard
undead at bay. cheese, solid vegetables and more rarely fruits and berries.
Trail rations rarely last longer than a week. Dried rations
Hourglass - Fragile glass chambers in a wooden frame filled also consist of hard tack or jerky and can last up to a
with sand usually. Lasts one hour most commonly. month.

Ink & Quill - A simple glass ink container and fine quill for Riverboat - A riverboat is a watercraft designed for inland
writing. navigation on lakes, rivers, and canals. They are generally
equipped and outfitted as work boats in one of the carrying
Ladder (10 foot) - Wooden with 10 rungs. trades, for freight or people transport. Most use oar or poles
for moving through the more shallow waters, but some few
Lamp, Bronze - A simple lamp that provides light for eight are steam powered.
hours and holds 1/2 point of oil.
Rope (hemp and silk) - Useful for climbing or repelling on
Lantern (bulls-eye & hooded) - Solidly-built hurricane style sheer surfaces, or dragging things about.
lantern made of bronze or iron with a long carrying handle.
They can be shuttered if need be. Rowboat - Rowboats are 10 feet to 15 feet in length and
require one or two rowers to propel them.
Lock (common padlock) - An iron lock about the size of a
man’s palm with a pair of keys. Sack - A leather or cloth bag, usually with a looped leather
string to tie them closed.
Lockpicks - A pack of picks and shivs useful for unlocking
padlocks, door locks and more. Saddle - The saddle is used for a rider or other load,
fastened to an animal's back by a girth. The most common
Manacles - Medieval handcuffs consisting of iron wrist cuffs type is the equestrian saddle designed for a horse, but
connected by a heavy chain. specialized saddles have been created for camels and other
creatures.
Mirror (hand, small steel) - A highly polished flat piece of
steel 2-4 inches in diameter.

Mug or Tankard - A wooden or leather mug that can hold


up to a quart of liquid.

Musical Instrument - These are the family of hand-held


instruments such as the harp, small drum, lute, flute, violin,
bagpipes and the like. Actual cost is 1d10x5 gp.

Oil, Flask - A one pint flask of oil. If poured on the ground


will cover a line five feet long or a pool 5 feet across. It will
burn for 2 rounds before going out.

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Characters D&D: Companion

Saddle Bags - An additional item for saddles similar to a Wolvesbane - A man bitten by a lycanthrope for damage
backpack for humans. equal to or greater than 50% of its total hit points, but not
actually killed (and eaten), is infected by the disease of
Sailing Ship - A sailing ship is any large wind-powered lycanthropy. If the victim eats wolvesbane (also called
vessel. Traditionally a sailing ship (or simply ship) is a belladonna) within one hour there is a 25% chance that
water-craft that carries three or more masts with square this will cure the affliction. Note that this infusion will
sails on each. Large sailing vessels that are not ship-rigged incapacitate the person for 1-4 days and there is a 1%
may be more precisely referred to by their sail rig, such as chance of it killing the creature.
schooner or sloop.
For demi-humans lycanthropy is fatal if not cured.
Shovel or Spade - These are digging implements, shovels
with a wider head and spades used more to break up Armor Information & Calculating Armor Class
earth. Name is the common name of the armor. If more than one
name is given, the others are armor types that use the same
Signal Whistle - A small whistle that can be heard up to statistics for comparison.
one hundred feet distant. Some whistles can only be heard
by dogs or animals with ultra-sensitive hearing. Cost is the cost of the armor.

Signet Ring - A ring that contains the seal or symbol of an Armor Class is the protective value of the armor. This is
important person or group. expressed in 2 different ways but both arrive at the same
conclusion. (Important Note: Your DM will decide whether
Spellbook (blank) - Leather bound tomes with hand-sewn your game is using the ‘Descending’ armor class system,
vellum pages. These books are also useful for catalogues or where a lower AC is harder to hit, or the ‘Ascending AC’
adventuring notations as they are water resistant and system, where a higher AC is harder to hit. Numbers for
solidly constructed. the ‘Ascending AC’ system are always set off in [brackets].)

Spikes, Iron - Metal rods about six inches long, useful for Descending AC System: In the Descending AC System an
keeping doors and sprung traps open as well as anchoring unarmored character is Armor Class 9. The armor you buy
points for other devices. lowers your armor class, and the lower the armor class, the
harder you are to hit. To calculate your armor class, look at
Spyglass - Allows someone to see clearly up to twice their the Armor Table above, in the “Armor Class” column. For
normal sight distance in daylight and daylight-like whatever type of armor you bought, the number shown is
conditions or spotting lights at night. your armor class. Shields and a high Dexterity score
adjustment subtract from your AC, lowering it even further.
Tent, 2-man - A treated canvas tent that is water resistant It is possible to have an armor class in negative numbers.
with closeable flaps.
Ascending AC System: For the Ascending AC system, an
Torch - A length of wood with a head wrapped in cloth and unarmored character is armor class [11]. The armor you
pitch to make it flammable. Torches will burn for about an buy raises your armor class and the higher the armor class
hour. the harder you are to hit. To calculate your armor class,
look at the Armor Table above, in the “Armor Class”
Wagon - A wagon is a heavy four-wheeled vehicle pulled column. For whatever type of armor you bought, the
by draft animal. Primarily used for transporting goods, number shown in [brackets] is your armor class. Shields
commodities, agricultural materials, supplies, and and a high Dexterity score adjustment add to your AC,
sometimes people. Wagons are distinguished from carts, raising it even higher. That’s your new armor class.
which have two wheels, and from lighter four-wheeled
vehicles primarily for carrying people, such as carriages. Encumbrance is the bulk of the armor in coin weight, for
carrying capacity and movement determinations.
Wagons are usually pulled by animals such as horses,
mules or oxen. Short Descriptions of Armor
Banded Mail – A suit of heavily layered leather armor,
Waterskin (leather) - A waterskin is a receptacle used to greaves and arm guards that has strips (or bands) of iron or
hold drinkable liquids. Some areas also make them from steel riveted onto it.
cow or sheep’s bladders.

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D&D: Companion Characters

Armor Table, revised


Armor Name Cost Armor Class Enc.
Unarmored or Normal Clothing - 9[11] -
Leather 20 gp 7[13] 200
Ring Mail or Studded Leather 40 gp 6[14] 300
Chain Mail, Chain Shirt or Breastplate 75 gp 5[15] 400
Banded Mail 150 gp 4[16] 450
Plate Mail 400 gp 3[17] 500
Knight’s Plate 1,600 gp 1[19] 550

Shield 15 gp -1 [+1] 50

Leather or Skull Cap 2 gp 8[12] (head) 20


Chain Coif 10 gp 5[15] (head) 30
Pot Helmet 15 gp 4[16] (head) 40
Knight’s or Slotted Helmet 50 gp 3[17] (head) 50

Barding – Barding conforms to the same rules for Leather Armors – A padded vestment of tough leather with
humanoid armor. Barding can be commonly found for arm guards and thigh protection usually boiled in water or
horses: wax to make it tougher. There are some variants that use
 Leather (Riding, Draft and War Horse) the same statistics as common leather armor and can be
 Chain (Draft and War Horse) substituted for leather.
 Banded (War Horse)
 Plate (War Horse) Plate Mail – Using Chain Armor as a base, this armor adds
Some other types of animals such as war dogs (Leather a steel or iron breast plate, greaves and arm guards.
and Chain) and camels (Leather) can wear Barding as well.
Ring Mail – A variant of leather armor that uses iron or
Breastplate Armor – A steel or iron breastplate formed into steel hoops to reinforce the armor.
a well-muscled chest that is worn over a thin leather or
padded cloth vestment with a studded leather skirt or Shields – Weather it is a round target shield made of wood
breeches. Iron or steel arm guards and thigh protection or a towering shield made from steel, shields are all used as
usually are worn with this kind of armor. This armor uses mobile armor for protecting the weak side of a combatant.
the same statistics as chain mail armor. A shield can be used as a nonstandard, blunt off-hand
weapon (1-4 damage) but loses its AC modifier while being
Chain Mail Armor and Chain Shirt – A full-sized shirt (with used as a weapon.
or without long sleeves), sometimes with coverings for the
legs as well, made of small interlocking rings of iron or steel Some shields employ a spike on the center of its surface or
that is worn over a hauberk (a thickly padded vest or shirt). row of jagged teeth around the leading edge. The use of a
shield spike increases the damage inflicted by a shield strike
Helmet (Leather Cap, Chain Coif, Helm) – Head covering to 1-6 and costs 20gp.
to help protect a person’s most vital area. Characters will
be struck in the head about 10% of the time in combat. Studded Leather – A type of leather armor variant adding
metal studs as reinforcement for the armor.
Wearing a helmet of any kind makes it difficult to hear.
Helmets can be simple skull caps to a knight’s full jousting
helmet. Armor does not come with a helmet when bought
from an armorer nor will captured suits automatically
possess a helmet either.

Knight’s Plate – Also known as Field Plate and Joust


Armor, this suit encloses the wearer’s body completely in a
sheath of steel or iron with chain link joints to permit
movement. This is the only armor that does include a
helmet.

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Characters D&D: Companion

Weapons Table, revised


Weapon Type Cost Damage Size Encumbrance
Axe, Battle 5 gp 1-8/1-10 M 50
Axe, Hand 1 gp 1-6 S 30
Bow, Long 60 gp - L 30
Bow, Short 15 gp - M 20
Arrows, Broad-head, Quiver (20) 10 gp 1-8 - 10
Arrows, Flight, Quiver (20) 5 gp 1-6 - 10
Arrows, Signal, Quiver (20) 2 gp 1-4 - 10
Bullroarer Knife 20 gp 1-6/1-8 M 20
Club - 1-4 S 50
Crossbow 5 gp - M 30
Bolts, Crossbow, Case (30) 5 gp 1-8 - 10
Bolts, Signal, Crossbow, Case (30) 10 gp 1-6 - 10
Pellet, Case (30) 7 gp 1-6 - 10
Dagger 2 gp 1-4 S 10
Darts (6) 1 gp 1-3 S 10
Firearm, Pistol 150 gp 1-8 S 50
Firearm, Rifle 300 gp 1-12 M 150
Firearm, Ammo, Case (10) 100 gp - - 20
Flail 8 gp 1-6 M 50
Flamer 10 gp - L 50
Flamer Fuel (10) 100 gp 1-10 - 10
Grenade 25 gp 1-12 S 20
Hammer, War 4 gp 1-6 M 30
Holy Water, Vial 1 sp 1-8 S 1
Javelin 5 gp 1-6 M 15
Lance 6 gp 1-12 L 180
Mace 10 gp 1-6 M 30
Net 3 sp / sq ft - L Special
Oil, Vial (Burning) or Flask, Acid 1 sp 1-8 S 1
Pick 1 gp 1-6 S 80
Pole-arm (also Halberd / Longspear / Morningstar)* 7 gp 1-12 L 150
Shield, Bash - 1-4 M -
Shield, Bash, Spiked 20 gp 1-6 M -
Sickle 2 gp 1-4 S 10
Sling 2 gp - S 20
Sling Bullet, Pouch (20) 1 sp 1-4 - 10
Sling Stone, Pouch (20) 1 cp 1-3 - 10
Spear / Pilum* 1 gp 1-6/1-8 M 30
Staff - 1-6 M 40
Sword, Bastard 20 gp 1-8/1-10 M 80
Sword, Long 15 gp 1-8 M 60
Sword, Scimitar 15 gp 1-8 M 50
Sword, Short 8 gp 1-6 S 30
Sword, Two-handed 30 gp 1-12 L 150
Trident* 5 gp 1-8/1-10 M 35
Unarmed Strike** / Thrown Rock - 1-2 S -
Whip, 6 foot 5 gp 1-3 M 60
* Weapon can reach up to 10 feet when used two-handed.
** See Brawling, page C59.
Versatile weapons have two damage ranges separated by a "/" - they can be used one or two-handed. The one-handed
damage is on the left of the slash and two-handed damage on the right. Small characters must use these weapons two-
handed but do not gain the benefit of two-handed damage due to their size.

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D&D: Companion Characters

Missile Weapon Ranges in Feet and Rate of Fire


Missile Type RoF Short (+1) Medium (0) Long (-1)
Axe, Hand 1 5 - 10 11 - 20 21 - 30
Crossbow, Bolt 1/2 5 - 80 81 - 160 161 - 240
Dagger and Grenade-like 2 5 - 10 11 - 30 31 - 50
Darts 3 5 - 20 21 - 40 41 - 60
Javelin 1 5 - 30 31 - 60 61 - 90
Long Bow, Arrow 1 5 - 70 71 - 140 141 - 210
Pistol, Shot 1 5 - 50 51 - 100 101 - 150
Rifle, Shot 1/2 5 - 60 61 - 120 121 - 180
Short Bow, Arrow 1 5 - 50 51 - 100 101 - 150
Sling, Stone or Shot 1 5 - 40 41 - 80 81 - 160
Spear 1 5 - 20 21 - 40 41 - 60
Spell, Bolt or Missile* - 5 - 40 41 - 80 81 - 120
Spell, Hand Thrown* - 5 - 20 21 - 40 41 - 60
Spell, Ray* - 5 - 30 31 - 60 61 - 90
*Only if a ‘to hit’ roll is required.

Weapon Information
Name is the common name of the weapon. If more than Damage is the amount of damage inflicted by the weapon.
one name is given, the others are weapons that use the If there is a slash and another damage range, the weapon
same statistics for comparison. uses the first number for one-handed wielding and the
number after the slash for wielding it with two hands.
Cost is the cost of the weapon. If the name has a number
in (parenthesis) then the cost is for that many of the item in Melee weapons use Strength to determine ‘to hit’ and
question such as arrows or crossbow bolts. damage adjustments. Hand-thrown weapons use Dexterity
to determine ‘to hit’ adjustments and Strength to determine
damage adjustments. Launched missile weapons use
Dexterity to determine ‘to hit’ adjustments but gain no
damage adjustments (the exception to this are all slings and
Strength-rated long and short bows use Strength to
determine damage adjustments).

Size is relative to a man-size character. Under normal


circumstances, a character can use a melee weapon of his
own size class or smaller with one hand and can wield a
weapon of one size larger with two hands; characters can
use a missile weapon up to one size larger than their own
size. Characters do not gain any extra benefits such as
increased damage or attacking an extra rank distant if they
are a smaller size than a weapon being used (such as a
Halfling fighting with a spear; the character is too small to
effectively gain any advantage such as increased damage
due to his small size, but must wield it two-handed).

Encumbrance is how much bulk in coin weight a weapon


possesses for carrying purposes.

If a character picks up a weapon not allowed to his class he


may use it but will only inflict half damage. Religious
characters may face other sanctions from their temple as
well. Especially in the case of Clerics, the church will not
tolerate repeated transgressions and the Deity could very

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Characters D&D: Companion

well strip his follower of his powers until such a time that he Some clubs are made with reinforced spikes (1sp, 2-5
sees the error in his ways. damage, 60 enc).

Characters of all classes are proficient with grenades and Crossbow - A missile weapon consisting of a small bow,
grenade-like weapons (vials of acid, holy water and flaming sometimes made of steel or iron, attached to a stock with a
oil). crank and a trigger. Crossbows fire quarrels, also called
bolts, and shot called ‘pellets’. It takes a full turn to restring
Missile weapons noted on the Missile Weapon Ranges and a crossbow.
Rate of Fire table can attack as many times per round as
noted on the table, regardless of the character’s level. Note Dagger (Dagger and Parrying Dagger) - Large knives about
that 1/2 means 1 attack every 2 rounds, hence 1 round of 12 inches in length, sometimes with double-edged blades.
attacking, 1 round of reloading, 1 round of attacking and
so on. Parrying daggers have wide guards or ornate hilts useful for
parrying when used in the off-hand in combat, granting a
Short Descriptions of Weapons +1[-1] armor class bonus and cost 15 gp.
Acid - Usually a potent alchemic mixture that can eat
through most substances through a constant and careful Dart - Small projectiles made of wood or metal with metal
application over 5-10 rounds, acid is kept in glass or crystal tips.
vials. A strike with a vial of acid will burn the victim for 2
rounds. Any creature within five feet of the target will suffer Firearms (Pistol and Rifle) - Similar to a shotgun with a
half damage from the initial splash. breech-loading design, these weapons have a hollow iron
or steel barrel attached to a stock and trigger. The user
Axes - A chopping blade affixed to a wooden handle, the breech-loads the weapon with an ammo wad that has the
axe is good for chopping wood or enemies down. primer, powder and ball shot.

Bow (Long, Short and Strength Bows) - Finely carved There is a 1-in-6 chance of a dud wad or jam, requiring 1
wood bent into a curve and held tight by a string, used to turn to fix or clean out. If a dud occurs there is a 2-in-6
fire arrows. chance of it going off 2-5 rounds later if it is not
immediately taken care of.
Strength Bows have a greater recurve, requiring a greater
pull. This allows a character with high Strength to use some On a natural ‘to hit’ roll of ‘1’, the firearm explodes in the
of his Strength adjustment with bow damage. Strength wielder’s hands, inflicting its damage on the unfortunate
Short Bows allow up to +1 bonus point of damage shooter.
(250gp) or +2 bonus points of damage (500 gp). Strength
Long Bows grant up to +1 bonus point of damage (480 Flail - An implement used in farming to separate grain from
gp), +2 bonus points of damage (600 gp) or +3 bonus stems and chaff, flails are deadly weapons with a handle,
points of damage (720 gp). short length of leather or chain and a lump of wood or iron
attached to the end. Some flails have two heads attached
It takes 1 full round to restring a broken bowstring if the to their end.
character has the string prepared, otherwise it takes 2-5
rounds. Flamer - The flamer consists of a gallon canister usually
worn on the back with a tube that extends down one arm
Bullroarer Knife - A length of leather or chain ending in a to a sprayer device that fires a stream up to 15 feet. Inside
wicked spiked blade, whirling this weapon produces a low- the canister is a volatile alchemical mixture that bursts into
pitched sound like a bullfrog. Bullroarers can attack flame on contact with the air. One gallon of flamer fuel is
everything in a 5 foot radius around the wielder if used enough for 10 ‘shots’.
two-handed, but suffers a cumulative -2 penalty to hit for
each target after the first. Wielded one or two-handed, Grenade - A grenade is a grapefruit-sized metal orb with a
bullroarers can reach to the 2nd rank to attack single pull-pin. When it strikes an object, it explodes in a 10 foot
opponents. radius. Victims in the area of effect gain a saving throw vs
Dragon Breath for half damage.
Club - A simple piece of wood or metal.

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D&D: Companion Characters

trapped for 2-5 rounds, gaining a new saving throw to


escape. Nets weight 1 lb per square foot.

Some nets have barbs or tiny hooks to keep their prey held
fast. These nets inflict a penalty of -2 on the ‘to hit’ roll and
inflict 1-3 points of damage per round the victim struggles.
Barbed nets cost 8 sp per square feet and weigh 1 lb per
square foot.

There is a chance a grenade is a dud when thrown and/or Oil - Lamp oil can be thrown on creatures or poured on the
a chance for a delay of 0-3 rounds after the attack is made ground in a line up to 3 feet long or a pool 1 foot in
(so on a 1 a dud, 2 a delay and 3 to 6 it functions normally diameter. Oil burns for 2 rounds.
on 1d6).
Pick - The pick used for combat is derived from the miner’s
Grenades that produce a wall of smoke effect, sleep gas (2- implement.
5 round duration), poison gas (normal damage plus 1-6
damage over 2 rounds) or paralysis gas (2-7 round Pole-arm (Halberd, Morningstar) - Consisting of a spiked
duration) may be found as well, if the DM permits. Each knobs, axe, spear or sword blade mounted on poles, these
grants a saving throw vs Poison to negate. weapons are useful for attacking foes up to ten feet away or
attacking from behind embattlements or allies. Small
Hammer, War - Consisting of an iron head, sometimes characters cannot make use of pole-arms.
with two striking surfaces, on a wooden handle.
Sickle - A weapon evolved from a farming implement, the
Holy Water - Blessed water used to harm undead and sickle is a crescent-shaped blade on a short handle.
demons. A strike with a vial of holy water will burn undead
for 2 rounds, inflicting half damage the second round. Any Sling - Little more than leather strings a leather pouch,
undead or demon within 5 feet of the target will suffer 1 stones or ‘bullets’ are hurled by this weapon. The wielder
point of damage from the initial splash. Holy water is may apply his Strength bonus to damage rolls with this
considered holy damage. weapon.

Javelin - A light spear designed for throwing. Spear - Simply a steel or iron piercing head attached to the
end of a staff.
Lance - A heavy spear-like weapon made of wood and
tipped with iron or steel designed for use when charging Staff - A wooden pole two to four feet in length, sometimes
from horseback. tipped with iron end caps.

Mace - A studded or flanged iron sphere mounted on a Swords (Bastard, Long, Scimitar, Short, Two-handed, etc)
wooden or steel handle. - Single or double-edged blades, swords are the
quintessential weapon associated with war and combat,
Net - A woven mass of fibers (usually hemp), nets are used knights, warriors and fantasy.
to incapacitate foes rather than kill them. A net must be
one size category larger than its intended victim to attempt Trident - Based on a farming pitchfork, tridents are wooden
to ensnare the target, otherwise a successful hit will only or metal shafts with a three-pronged head.
delay the victim 1 round as it throws off the net.
Whip - Long strips of wrapped leather with a wooden
In combat the net can be thrown up to 10 feet, +5 feet per handle, whips can strike at opponents up to 10 feet distant.
point of Dexterity adjustment. The attacker must hit a base On a ‘to-hit’ roll that totals 20 or greater, the opponent will
AC 10[10] as if attacking with a missile weapon and the be tripped and fall down if they fail a saving throw vs
defender gains any adjustments to AC due his Dexterity paralysis.
and possible shield use (but not armor or natural tough
skin/shell). If the attack succeeds the victim gains a saving Whip-variants add a hook (2-4 damage, 7 gp) or dagger-
throw vs Paralysis. If the saving throw succeeds the victim like blade (2-5 damage, 10 gp) to the tip as well.
can throw off the net in a single round, otherwise he is

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Characters D&D: Companion

Character Age If the player so chooses to do so a d20 can be rolled as


Everything ages in the world. Living things enter the world many times as needed to generate languages.
vibrant and full of life and over the years entropy takes a
firmer and firmer grasp until the young are old and become Any monster with a ‘monster common tongue’ (such as
dust. The length of a character’s career varies and is Giants and ‘Giant Common’) will know their common
dependent on how young he starts as and how old he can language 40% of the time and know the human common
live to, assuming he survives the perils of the dangerous language 20% of the time.
road he treads upon.
Result Language Result Sub-language
Players should roll their character’s starting age by adding 1 Goblinoid (1d6) 1 Bugbear
the age adjustment to the base age. For humans the class - - 2-4 Goblin
they choose affects their starting age as well as follows: - - 5 Hobgoblin
 Clerics, Druids and Paladins add 3 years - - 6 Goblinoid Common
 Fighters add 1 year 2 Dragon - -
 Magic-users add 5 years 3 Dethek (1d6) 1-3 Dwarven
 Rangers and Thieves add 2 years - - 4-5 Gnome
- - 6 Dethek Common
The DM secretly determines the character’s maximum age 4 Elf - -
5 Sylvan - -
by adding the age adjustment to the maximum age.
6 Genie - -
7 Giant (1d12) 1 Cloud Giant
Race Age Adj. Base Age Max. Age
- - 2-3 Hill Giant
Dwarf +3-30 37 275 - - 4 Stone Giant
Elf +3-36 45 330 - - 5 Fire Giant
Giantkin +3-12 14 121 - - 6 Frost Giant
Gnome +3-12 29 220 - - 7 Storm Giant
Halfling +2-8 12 93 - - 8-9 Ogre
- - 10 Titan
Human +3-12 14 110
- - 11 - 12 Giant Common
8 Gnoll - -
Languages (B13) 9 Halfling - -
As an addendum to the rules of the Basic Rulebook, 10 Lizardish - -
Alignment Languages are no longer used 11 Kobold - -
12 Ophidic - -
Most races that work with or trade with humans have the 13 Tigran - -
‘Common Tongue’ as an additional language. Demi- 14 Orcish - -
human races have additional languages given in their 15 Trollish - -
respective class descriptions. These are in addition to any 16 Harpy - -
17 Medusa - -
bonus languages gained by a high Intelligence score.
18 Minotaur - -
19 Human Dialect - -
Some languages are considered a ‘common tongue’ for 20 Planar (d10) 1 Air Elemental
that race and have more specific sub-languages for defined - - 2 Fire Elemental
racial languages if the player wishes to have a specific - - 3 Earth Elemental
language. - - 4 Water Elemental
- - 5-7 Celestial
- - 8-9 Demonic
- - 10 Planar Common

Inheritance (B13)
As an addition, the designator must leave his possessions
to be passed down in a safe place so that the execution of
his Will can happen; otherwise they are lost unless his
former companions can return the items to the heir.

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D&D: Companion Characters

Human Strongholds
A character of any level may have a stronghold. It may be
purchased, built (if there is land available) or seized. A
character can ask a ruler for a territory or stronghold, or
may find a remote area and settle it.

Once they reach the level where they gain the Stronghold
class ability they gain a number of followers based on their
class as follows:

 Clerics, Halflings, Rangers and Thieves roll 1d10


 Druids and Magic-users roll 1d8
 Dwarves, Giantkin and Gnomes roll 3d6
 Elves roll 1d12
 Fighters and Paladins roll 3d6+2
Followers Table
The character modifies this roll with their Charisma Score Followers Type and Number
Reaction adjustment. 5 light infantry (1 HD)
1 or less
1 leader (1 HD)
All followers will be of the same race as the PC. In addition
10 light infantry (1 HD)
to the followers the PC will also gain 5-8 apprentices of 2–4
1 leader (1 HD )
their class of 1st level that have come to learn from the PC
15 light infantry (1 HD)
based on their renown. These special followers will gain
5 light archers (1 HD)
one level per year in service to the PC and leave to find 5–8
2 leader (1 HD)
their own fortunes when they reach 5th level. Any followers
1 leader (2 HD)
that the PC loses will be replaced eventually unless they left
due to abuse by the PC. 20 light infantry (1 HD)
10 light archers (1 HD)
9 – 11
2 leader (2 HD)
Stronghold Staff 1 leader (4 HD)
Every stronghold is maintained through the work of many
50 light infantry (1 HD)
people - the “staff.” A staff’s size can vary widely,
30 heavy infantry (2 HD)
depending on the title of the ruler, the size of the
12 - 14 10 heavy archers (2 HD)
stronghold and so forth. The following details apply to an
5 leader (3 HD)
average human stronghold.
1 leader (4 HD)
50 light infantry (1 HD)
The staff must all be the same race as the PC. Any mixed
20 heavy infantry (2 HD)
staff will eventually cause problems. Troops may be kept
20 light mounted (1 HD)
garrisoned at the stronghold, but again, problems (fighting 15 – 16
10 heavy archers (2 HD)
among themselves, taking orders) will arise if they are of
5 leader (3 HD)
different races.
1 leader (4 HD)
70 light infantry (1 HD)
The ruler is directly served by Stronghold Retainers and
30 heavy infantry (2 HD)
Servitors. A stronghold retainer is a noble-born person or
25 light mounted (1 HD)
an unusually loyal follower. A servitor is a faithful servant, 17 – 18
25 heavy archers (2 HD)
often gaining the job through inheritance. The many types
7 leader (3 HD)
of common servitors include Armorer, Barber, Carpenter,
1 leader (4 HD)
Cellarman (Wine Steward), Cooks, Dairyman, Falconer,
Forester, Gardener, Grooms, Kennelman, Miller, 100 light infantry (1 HD)
Portalman, Potter, Poultryman, Stonemason and Weavers. 35 heavy infantry (2 HD)
30 heavy mounted (2 HD)
19+
Peasant Workers 35 heavy archers (2 HD)
Most of the normal work in a stronghold is done by 10 leader (4 HD)
peasants without pay; it is their duty. Household servants, 1 leader (6 HD)

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Characters D&D: Companion

herdsmen and others are trained and given food, but The position of Keeper is hereditary; each Keeper passes
nothing else is normally provided - not even a bed. the secret knowledge of the tending and use of the Relic to
his or her son or daughter, never writing down any details
The number of peasants available is determined by the lest they be stolen. This secret knowledge includes details of
population of the barony the PC owns. As an average, constructing very rare special magical items.
each peasant family consists of five persons; 5% of the
peasants are available to serve the ruler. For example, in a Each relic gives its Keeper a domination power in regards
Barony of 100 families (500 persons), the Baron has 25 to the clan. It also continually radiates an aura, which has a
peasant servants. The total habitants of a stronghold is the turn undead effect.
number of servants plus servitors, retainers, and family.
Spell-like Abilities: The Keeper may activate the following
When visitors come, another 5% of the peasants can be spell-like abilities at-will in their relic. Each functions at the
used as servants, if needed. In large dominions even the 15th level of ability:
original 5% may not be needed to serve all at once except  Cure Blindness & Deafness
for tournaments or special events.  Cure Disease
 Neutralize Poison
Demi-human Strongholds  Cure Serious Wounds
Any demi-human character may build a stronghold when  Analyze Magic
he has the means to do so. His followers will arrive when
he reaches the level he gains his Stronghold class ability. Domination: The Keeper of a relic enjoys great prestige
among the clan; the powers of life and death are literally in
If the character’s clan has a smaller stronghold than the the Keeper’s hands (much as a human Cleric’s). Thus, the
PC’s new one, the clan will want to move in if resources Keeper is held in awe by the entire clan.
are as good as or better than at their current location. If not
they will still support the new stronghold by moving up to In game mechanics, this is a type of charm ability - the
25% of their clan into the new location to form a new clan. Keeper can give orders and the NPC clan members will
obey them without question. The only NPC clan members
The political leader of a clan is called the Clanmaster, the immune to this effect are the Clanmaster and Clanholder.
spiritual is the Keeper of the Relic. A player character does
not normally gain any of these titles; they require great They respect the Keeper’s power but are not in awe of it,
amounts of work and time, leaving none for adventuring. recognizing it as a service and a tool for the clan’s survival.
The Clanmaster is often consulted about important
The highest rank normally achieved by a PC is that of situations and orders and advised about the relic’s amount
Clanholder. A Clanholder serves the clan and may indeed of power.
own the structure and/or lands of the clan stronghold but
does not control the clan members. If the rare situation occurs where the Keeper gives an order
to a clan member and the Clanmaster counters it
The demi-human races care little for human politics, and immediately, the recipient of the order is confused (simply
Clanmasters and Keepers do not seek human dominion unable to act or think clearly) until the situation is resolved.
titles. The PC Clanholder may become a feudal Lord or
even a Baron by representing the clan in its dealings with Turn Undead: The relic constantly radiates a magical force
humans. Permission must first be obtained from the which has the same Turn Undead effect as a 15th level
Clanmaster and Keeper but this is a common practice. Cleric. In many ways, this effect is more powerful than the
Cleric ability, for even if the Turn attempt fails, it is
Demi-human Clan Relics automatically repeated in the following round.
Each demi-human clan has a sacred item, called a relic,
which is kept in the center of their stronghold. The relic is The Turn Undead effect has an initial range of 300 feet.
tended by a Keeper and 2-8 aides. The relic in each Each use of a spell-like power reduces this range by five
Dwarven clan is a Forge of Power; in each Elven clan is a feet. When it reaches zero, it can do nothing further. When
Tree of Life; each Giantish clan has a Codex of Lore; each properly tended by the Keeper the relic’s power returns at
Gnomish clan possesses the Gem of Perfection; and in the rate of 5 feet of range per day.
each Halfling clan, a Crucible of Blackflame.

- 30 -
Part 3: Spells
Spellbooks spell becomes available to the Cleric to memorize like his
Spellbooks hold all of the magical knowledge a Magic-user common spells.
or Elf has learned over the course of his career. While the
spellbook is not normally magical, the power contained in Spell Research
its pages is undeniable. If the spellcaster has access to a lab and research books (or
the religious equivalent), he may research spells he doesn’t
The spellbook is not a collection of one-shot scrolls and know. Spell research is intensive and takes two weeks per
DMs should not allow Magic-users and Elves to use them spell level. It is assumed no adventuring is done during this
as such. They are a workbook of magic, a collection of spell period and the spellcaster is spending all of his downtime in
formulae, notes on experiments and research and the sum his research. At the end of the research time, the player
of their magical knowledge. If the owner of a spellbook rolls to see if the research comes to fruition:
wishes, he can ‘erase’ a spell from his book at any time. A
character’s spell book could be a vast tome or a collection Success % = (spellcasting score x 3) + class level
of workbooks or some other object.
The check is modified by the adjustment on the chart
Characters can copy spells from one spellbook to another below based on the level of spell being researched (higher
without any ill-effects (but at the same time and cost as level spells are more difficult to research successfully). For
copying a scroll). Replacing a lost or destroyed spell book each doubling of time that the character spends researching
costs the character 500 gp x the caster’s level squared and a new spell and doubling of the research cost the penalty is
one week per caster level. No matter how many spells or lessened by -5% to a minimum penalty of 0%. The
arcane tidbits the character learns throughout his career, determination to do extra research time and cost must be
the DM should allow it to fit in the character’s spellbook. made before research begins.
Creating a spare set of spellbooks is half the cost and time
since the character has the originals to work from. Clerical spellcasters that research new spells are the only
individuals that know of the proper prayers and rituals to
Gaining New Spells make their particular new spell function.
At each level after 1st level Magic-users and Elves can
attempt to find a mentor and train for a week and learn a The DM is cautioned to carefully weigh the power of a
new spell for his spell book at a cost of 1,000 gp per spell player-created spell before allowing it in play, reviewing it
level squared. against existing spells thoroughly. Even if research indicates
the character is successful, any new spell should be play-
Sometime between levels 5-7 mentors that are of higher tested and tweaked as needed to bring it in line with the
level than the PC and/or will provide him with more power and ability of spells of the same level, or its level and
powerful magic will become increasingly rare and hard to effects should be changed so it does not imbalance the
find. campaign.
Spell Research Costs
Clerics automatically gain access to all of the common
Spell Level Cost Check Adj
spells of the spell levels they can cast. ‘Common’ spells are
noted as those with no ‘name’ attached to the spell. 1 1,000 gp -10%
2 4,000 gp -20%
Arcane spellcasters can copy an acquired spell scroll into 3 9,000 gp -30%
their spell book, but must use 100 gp worth of special inks. 4 16,000 gp -40%
The scribing process takes one day and destroys the scroll. 5 25,000 gp -50%
The spell must be of a spell level the character can cast or 6 36,000 gp -60%
he cannot scribe it into his book. The read magic spell must 7 49,000 gp -70%
be cast on unknown arcane scrolls in order to read spells
found on them and captured spell books. Spell Descriptions Explanation
All spells are described with the following descriptors - Spell
Clerical spell scrolls are written in Holy Script (usually in Name, Range, Duration and the Description.
Common but some rare scrolls may be in other languages),
but only a Cleric possesses the training to make use of Most beneficial effects do not allow for a saving throw to
them. If they find a ‘named’ spell that is unknown to them, resist. It can be assumed that beneficial magic only
they must expend 100 gp of incense and meditate with the functions on willing recipients.
scroll for one day after which the scroll is expended and the

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Spells D&D: Companion

First Level Clerical Spells Second Level Clerical Spells Third Level Clerical Spells
1 Command 1 Augury 1 Continual Light*
2 Cure Light Wounds* 2 Bless* 2 Cure Disease*
3 Detect Evil 3 Find Traps 3 Cure Serious Wounds*
4 Detect Magic 4 Know Alignment 4 Growth of Animals
5 Light* 5 Hold Person 5 Locate Object
6 Protection from Evil 6 Resist Fire 6 Protection from Undead
7 Purify Food and Drink 7 Silence 15 ft radius 7 Remove Curse*
8 Remove Fear* 8 Slow Poison 8 Speak with the Dead
9 Resist Cold 9 Snake Charm 9 Striking
10 Sword of Flame 10 Speak with Animals 10 Water Walk

Fourth Level Clerical Spells Fifth Level Clerical Spells Sixth Level Clerical Spells
1 Animate Dead 1 Atonement 1 Animate Object
2 Aura of Bravery* 2 Commune 2 Blade Barrier
3 Create Water 3 Create Food 3 Expeditious Magic
4 Death Ward 4 Cure Critical Wounds* 4 Heal*
5 Minor Restoration 5 Dispel Evil 5 Horn of the Archons
6 Neutralize Poison 6 Find the Path 6 Pillar of Flames
7 Protection From Evil 10 ft radius 7 Insect Plague 7 Shield of the Archons
8 Sequester Faith 8 Quest* 8 Speak with Monsters
9 Speak With Plants 9 Raise Dead* 9 Wind Walk
10 Sticks to Snakes 10 True Seeing 10 Word of Recall

Seventh Level Clerical Spells


1 Call Servant*
2 Control Weather
3 Earthquake
4 Etherealness
5 Holy Word
6 Part Water
7 Restoration
8 Resurrection
9 Sever Faith
10 Symbol

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D&D: Companion Spells

First Level Clerical Spells Protection from Undead


Range: Self
Command Duration: 6 turns (1 hour)
Range: 30 feet When cast, the Cleric creates a circle of protection 10 feet
Duration: 1 round in radius around himself that will move with him. All within
The spell allows the Cleric to make a single word command the circle are protected from the melee attacks of undead
such as ‘sleep’, ‘disarm’, ‘jump’ and the like that the target creatures of less than 5 hit dice each round.
must obey for 1 entire round if he fails a saving throw vs.
Spells. Protected creatures can make spell and missile attacks at
greater than five feet but any protected creature that makes
Sword of Flame a melee attack breaks the protection for all.
Range: Touch
Duration: 12 turns (2 hours) Speak with the Dead
The Cleric blesses a sword and causes the blade to burst Range: 10 feet
into flame. The sword inflicts the same amount of damage Duration: 2 questions, +1 per 5 levels
as normal, but all damage inflicted is considered fire The caster can ask questions to a corpse and it will answer,
damage. It generates as much light as a torch. although the answers might be cryptic. The spirit only has
knowledge of events during its lifetime. Only higher-level
Second Level Clerical Spells Clerics have enough spiritual power to command answers
of long-dead corpses:
Augury Level Age Range of Corpse
Range: Self 6-8 1 week or less
Duration: Permanent 9 - 11 1 month or less
When cast, this spell allows the Cleric to know if a specific 12 - 14 1 year or less
event (such as breaking the seal on an ancient tomb) will 15 - 17 1 decade or less
be of benefit to him and his adventuring party or not. 18+ Unlimited

The caster has a base 50% chance of successfully casting Water Walk
this spell, plus his Wisdom score and level. If successful, the Range: Touch
caster will learn if the action is a ‘weal’ (good) result, or a Duration: 1 turn + 1 turn / level
‘woe’ (bad) result. If unsuccessful, the caster will not receive By means of this spell, the Cleric allows the target to tread
any guidance. upon water and other liquids (including oil, quicksand,
mud and other ‘mostly wet’ solids) as if they were stable
Slow Poison ground. For every two levels beyond 5th level, the caster
Range: Touch can affect an additional target. If cast underwater the target
Duration: 48 turns (8 hours) is forced up to the surface.
When cast, this spell halts any further damage the recipient
takes from poisoning until the duration expires, whereupon Fourth Level Clerical Spells
the poison begins damaging the victim normally again.
Animate Dead
Third Level Clerical Spells Range: 60 feet
Duration: Indefinite
Cure Serious Wounds* This spell functions like the Magic-user version (X16).
Range: Touch
Duration: Permanent Aura of Bravery*
Immediately cures wounds on one living creature equal to Range: Self
6-21 (3d6+3) hit points. Duration: 3-24 rounds
The Cleric radiates bravery in a 10 foot radius, granting a
The reverse of this spell, cause serious wounds, allows the +2 bonus on ‘to hit’ rolls and Morale checks as well as a
caster to cause 3d6+3 points of damage if he successfully +4 bonus to saving throws against fear-based effects.
strikes the victim (requiring a ‘to hit’ roll).
The reverse of this spell, aura of fear, inflicts a -2 penalty
on ‘to hit’ rolls and Morale checks as well as a -4 penalty

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Spells D&D: Companion

on saving throws versus fear-based effects to all within 10 Find the Path
feet of the Cleric. Range: Self
Duration: 6 rounds + 1 round / level indoors; 1 day
Death Ward outdoors
Range: Touch
Duration: 12 turns (2 hours) The caster perceives the fastest way to a destination or out
The target becomes immune to instant death spells and of an area, even if the area is designed to be difficult to
effects as well as ability score draining (such as a shadow’s navigate (such as a labyrinth).
touch) and energy draining.
True Seeing
Minor Restoration Range: Touch
Range: Touch Duration: 3 turns
Duration: Permanent This spell allows the caster to see through illusions and false
When cast, this spell will restore all of the temporary ability creations plainly. The caster is immune to all illusions and
damage the recipient has suffered to a single ability score can detect secret or hidden objects and plainly see things
(such as the Strength drained by a Shadow). that are invisible, ethereal and out-of-phase.

If the recipient has been affected permanent ability drain, Sixth Level Clerical Spells
the caster can instead to restore a single point to the
recipient with a base 25% chance of success, plus his Animate Object
Wisdom score and level. This causes the caster to become Range: 60 feet
exhausted whether it succeeds or not. Duration: 6 turns (1 hour)
The Cleric brings to life inanimate objects such as statues,
Sequester Faith chairs, carpets, and tables. The objects follow the Cleric’s
Range: 120 feet commands, attacking his foes or performing other actions
Duration: 1 round / level on his behalf. The DM must determine the combat
When cast this spell forces the target to succeed at a saving attributes of the objects, such as armor class, speed, hit
throw vs. Spells or lose all Clerical spellcasting and other dice, and to-hit bonuses on the spur of the moment. A
divinely-granted abilities for the duration. stone statue, as a basic example, might have AC of 1 [19],
attack as a creature with 7 HD, and inflict 2-16 points of
While not barred from using magic-items, any Clerical item damage. Wooden furniture would be considerably less
used by the target will not function on a roll of 1-2 on a d6. dangerous.

Fifth Level Clerical Spells Blade Barrier


Range: 60 feet
Atonement Duration: 12 turns (2 hours)
Range: Touch Mystical blades, whirling and slicing, form a lethal circle
Duration: Permanent around the target point at a radius of 15 feet. The barrier
When cast upon a person who is truly repentant for past inflicts 6-60 points of damage to anyone attempting to pass
misdeeds (such as a fallen Cleric that had renounced his through. Only those in the area of effect when this spell is
faith) or a person who was forced to perform actions cast receive a saving throw vs. Breath for half damage and
against his will (such as under a magical charm), this spell immediately move to the nearest safe spot.
will remove the taint of their misdeeds and restore their
good standing with their order and faith. Expeditious Magic
Range: Self
Cure Critical Wounds* Duration: 1 round / 2 levels
Range: Touch When cast this spell lessens the initiative adjustment of
Duration: Permanent other spells cast during its duration.
Immediately cures wounds on one living creature equal to
10-35 (5d6+5) hit points. Note: If the ‘Pair Combat’ rules (B23) are being used the
Cleric rolls his initiative twice, taking the better roll in any
The reverse of this spell, cause critical wounds, allows the round he is spellcasting. If the group initiative rules are
caster to cause 5d6+5 points of damage if he successfully being used the Cleric casts his spells at the beginning of the
strikes the victim (requiring a ‘to hit’ roll). round before any other actions are taken.

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D&D: Companion Spells

Heal* obstacles or in virtually any direction, traveling at a speed


Range: Touch of 150 feet per round.
Duration: Permanent
Heal allows the Cleric to wipe away all physical and mental Word of Recall
maladies in the recipient. It will heal any blindness, Range: Touch
deafness, poison, insanity and disease as well as heal all Duration: Instant
but 1-6 points of damage the target has taken. The Cleric and up to one additional person per two Cleric
levels is teleported, without a chance of error or mishap,
The reverse of this spell, harm, will damage the victim and back to the Cleric’s sanctuary (either his home temple or
reduce him to 1-6 hit points if the caster successfully strikes his stronghold in most cases).
him with a ‘to hit’ roll.
Seventh Level Clerical Spells
Horn of the Archons
Range: 100 feet x 10 foot line Call Servant*
Duration: Instant Range: 40 feet
Once cast, a horn of pure gold appears before the Cleric Duration: 2 days + 1 day / level
and sounds a tone horrible to behold. All creatures and This spell summons a powerful creature in the service of
objects in a 100 feet long line that is 10 feet wide suffer 5- the Cleric’s church whose HD does not exceed the caster’s
40 points of damage. If the victims in the cone fail a saving level. Usually Celestials, some form of Elemental or related
throw vs. Paralysis they are also deafened for 10 turns. animals of maximum hp are summoned (at the DM’s
discretion other Planar creatures may be summoned). The
Pillar of Flames creatures summoned will always be favorably disposed
Range: 60 feet towards the caster and serve any reasonable request the
Duration: Instant caster petitions.
The Cleric petitions his Deity to smite his enemies, creating
flames affecting a cylinder 20 feet high and 10 feet in The servants of the churches are very busy creatures, so
radius lance downwards from the heavens or erupt from care should be taken with casting this spell frequently. It
the earth inflicting 5-30 points of fire damage and 5-30 can be dispelled by the dispel evil spell.
points of holy damage. Victims gain a saving throw vs.
Breath Weapon for half damage. The reverse of this spell, banishment, will instantly return a
planar monster to its plane of origin if it fails a saving throw
Shield of the Archon vs. Spells at a -4 penalty.
Range: Self
Duration: 12 rounds Control Weather
A glowing golden shield appears in front of the caster. The Range: 1/2 mile per level
shield has no effect on melee or missile combat, but it will Duration: Concentration + 2-12 turns
absorb up to 1 spell level per two Cleric levels’ worth of This spell takes 1 turn to cast and an additional 1d4 turns
spells cast with the Cleric as a direct target. to manifest each change in weather.

Spells with an area of effect that the Cleric is not a direct The caster can summon or stop rainfall, create unusually
target of (such as fireball) affect the Cleric normally. high or low temperatures, summon or disperse a tornado,
clear the sky of clouds, or summon clouds into being.
Speak with Monsters
Range: 30 feet General weather tendencies are created by the caster, but
Duration: 3-12 turns he cannot control specifics; he can call tornadoes and
The caster can speak to and understand any type of lightning, but not select where they go or strike. The caster
creature, though they are not forced to answer questions or may also use this spell to counter other naturally occurring
respond. or magically created weather.

Wind Walk Earthquake


Range: Touch Range: 1/4 mile radius per level
Duration: 1 day Duration: 2-8 rounds
The caster and one other person in contact with him The caster causes a powerful earthquake in the area of
become mist-like (including all equipment), able to travel effect. The earthquake’s tremors do not extend in any way
through small cracks and openings in walls and other beyond the spell’s area of effect.

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Spells D&D: Companion

The quake inflicts 1-20 points of damage each round over Part Water
the course of the duration to structures and can topple Range: 240 feet
walls, cause rock-slides, and open gaping fissures in the Duration: 12 turns (2 hours)
earth. Part Water lowers the depth of a volume of water in a 20
foot wide by 240 feet long corridor by 20 feet.
Any creature caught in the quake has a 33% chance of
falling into the depths of the earth and take 1-10 damage Restoration
per round if they fail a saving throw vs. Breath. Range: Touch
Duration: Instant
Each round, any creatures on their feet must succeed at a When cast, this spell will restore all of the temporary ability
Dexterity check on 4d6 to remain on their feet. damage the recipient has suffered to all of his ability scores
(such as the Strength drained by a Shadow). If the recipient
Etherealness has been affected by some form of unnatural, permanent
Range: Touch ability drain the caster can choose instead to restore
Duration: 6 turns + 1 turn / level 1d4+1 points, divided as the caster sees fit among the
When cast, the Cleric and up to one subject touched per recipient’s the drained scores.
three levels travel to the Ethereal Plane.
Furthermore, this spell can be used instead to restore one
While ethereal characters capable of casting spells may do of the character’s lost senses (touch, sight, smell, etc) or to
so but there is a 5% chance per spell level that the spell will restore a level lost to experience draining by certain
fail. Additionally, there is a 2% chance per spell level of the monsters (placing the character at the minimum experience
attempted spell that the ethereal spell itself will falter as a points needed to return to his former level).
result of the spell casting and the character will be
deposited back onto the material plane. Casting this spell is so draining the character is treated as
exhausted for four days afterwards.
Combat in an ethereal form is somewhat different than
physical combat. Only Ethereal or other astral forms and Resurrection
creatures able to harm ethereal creatures can be harmed. Range: 10 feet
Characters substitute their Intelligence scores for Strength Duration: Instant
and their Wisdom scores for their Dexterity in Ethereal This spell will bring any creature back to life that has a
combat. surviving spirit or soul, from even the smallest piece of its
flesh.
When the spell ends (or is dismissed) the subjects will
reappear safely in the material plane at a location that is So powerful is the resurrect spell that it can restore to life to
closest to their last location in the Ethereal Plane. a destroyed body, purging it of all poisons and diseases
and form it whole and anew. This spell takes a full day to
Holy Word cast, requiring prayer and ritual.
Range: Self
Duration: Instant Characters succeeding a saving throw vs. Death Ray are
The speaking of a holy word dramatically affects all those returned to life with full vitality. While failing the save
within the range of its power. returns the recipient as per the raise dead spell, with the
exception of their bodies being fully reformed and purged
When the Cleric pronounces such a word there is an of poison and disease.
accompanying flash of brilliant holy light (or unholy
darkness) from his holy symbol. All creatures in a 40 foot Once cast, the Cleric is left drained by the holy power
area of effect (except the caster and those of his faith) suffer pouring from him and is treated as exhausted for eight
effects listed below if they fail a saving throw vs. Spells: days and unable to cast spells for four days after.
Hit Dice/Level Effect
5 or less Death Sever Faith
6-8 Paralysis for 3-18 rounds Range: 120 feet
9 - 11 Stunned for 2-12 rounds Duration: Special
12 - 14 Blinded for 1-6 rounds When cast on a target with Clerical ability this spell forces
15+ Deafened for 1-6 rounds the target to succeed at a saving throw vs. Spells at a -2
penalty or lose all Clerical spellcasting and other divinely-
granted abilities.

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D&D: Companion Spells

While not barred from using magic items, any clerical item
used by the target will not function for him.

Though this spell is essentially permanent, the target is


allowed a saving throw vs. Spells every year on the day he
succumbed to the initial casting to remove its effects.

Symbol
Range: 20 foot radius
Duration: Special
A symbol spell creates a deadly magical trap, written into
the shape of a holy or unholy rune. The rune’s magic is
activated when any person (besides the caster and those he
designates) reads it. Various different runes are known, and
others may be possible. Clerical symbols cannot be made
to inflict permanent effects (death, insanity, ect).

Symbol Effect
Causes all creatures in a group to begin
arguing and fighting amongst themselves
Discord
with lethal intent. Saving throw vs. Spells
negates; duration 1 turn.
All creatures flee in horror for 1 turn. There is
a 60% chance that they will drop whatever
Fear
they are holding. Saving throw vs. Wands
with a -4 penalty negates.
Causes 40 points of damage and a -4 penalty
to ‘to hit’, damage and Dexterity-based die
Pain
rolls for 1 round / caster level. Paralysis save
for half effect.
Stuns a group of creatures with fewer than
76 total hit points for 2-12 turns; 76 to 150
Stunning
total hit points are stunned for only 1-6 turns.
No saving throw.

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Spells D&D: Companion

First Level Druidic Spells Second Level Druidic Spells Third Level Druidic Spells
1 Boar’s Ferocity 1 Air Spirit 1 Call Lightning

2 Charm Person or Animal 2 Call Familiar 2 Continual Light*

3 Detect Magic 3 Cure Light Wounds* 3 Create Water

4 Light* 4 Entanglement 4 Cure Disease*

5 Locate Animals & Plants 5 Faerie Fire 5 Growth of Plants

6 Magical Stone 6 Heat Metal 6 Locate Object

7 Predict Weather 7 Hold Person or Animal 7 Move Earth

8 Resist Cold 8 Produce Flame 8 Protection from Fire

9 Shillelagh 9 Protection from Cold 9 Remove Curse*

10 Shockwave 10 Resist Fire 10 Resist Lightning

11 Speak with Animals 11 Slow Poison 11 Sticks to Snakes

12 Thorn Whip 12 Snake Charm 12 Water Breathing

Fourth Level Druidic Spells Fifth Level Druidic Spells Sixth Level Druidic Spells
1 Confusion 1 Anti-plant Shell 1 Aura of the Witchlamp

2 Control Temperature 10 ft radius 2 Charm Plants 2 Animate Plant

3 Cure Serious Wounds* 3 Conjure Elemental 3 Anti-animal Shell

4 Growth of Animals 4 Find the Path 4 Commune

5 Hold Plant 5 Lower Water 5 Control Weather

6 Ice Storm 6 Part Water 6 Cure Critical Wounds*

7 Insect Plague 7 Pass Plant 7 Earthquake

8 Neutralize Poison 8 Reincarnation 8 Reverse Gravity

9 Plant Door 9 Transmute Rock to Mud 9 Statue

10 Produce Fire* 10 Wall of Fire 10 Wall of Stone

11 Protection from Lightning 11 Wall of Ice 11 Wall of Thorns


12 Stone to Flesh* 12 Woodsteel 12 Wind Walk

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D&D: Companion Spells

First Level Druidic Spells Shillelagh


Range: Touch
Boar’s Ferocity Duration: 48 turns (8 hours)
Range: Touch The Druid can enchant a wooden club or staff to be a
Duration: 1 turn weapon that inflicts 2-8 points of damage plus Strength
The recipient of this spell is able to remain fully functional adjustment. For the purpose of weapon immunity, it
while at 0 or less hit points until the duration expires or he functions as if it were a magical weapon.
is reduced to -8 hit points, whichever occurs first.
Shockwave
Charm Person or Animal Range: 30 feet
Range: 120 feet Duration: Instant
Duration: Until dispelled The Druid raps his staff or cudgel on the ground and a line
This spell functions like the Magic-user spell charm person of effect traverses visibly through the ground to the target,
(B16), with the addition that it can affect animals causing the ground to violently shower him in debris.
(mammal, avian or reptile) of the size of a man or smaller.
The victim takes the same amount of damage the Druid’s
Detect Magic weapon normally inflicts, +1 additional point, and must
Range: Self make a saving throw vs. Paralysis or be knocked off his
Duration: 2 turns feet.
This spell functions like the Clerical version (B15).
Speak with Animals
Light* Range: 30 feet
Range: 120 feet Duration 6 turns (1 hour)
Duration: 12 turns (2 hours) This spell functions like the Clerical version (X12).
This spell functions like the Clerical version (B15, X11).
Thorn Whip
Locate Animals & Plants Range: Touch
Range: Self Duration: 6 turns (1 hour)
Duration: 6 turns / level When this spell is cast the Druid can touch any flexible
This spell allows the caster to know exactly where the length of plant material such as a blade of grass or plant
desired animal or plant is when it is 120 feet or closer to stalk of 6 feet long or less. The plant material transforms
him. If the plant or animal is not within 120 feet then the into a thorny vine-like object that can be wielded like a 6
spell points him in the general direction of the closest one. foot whip dealing 2-8 points of damage.

Magical Stone Second Level Druidic Spells


Range: Touch
Duration: 1 turn Air Spirit
The caster enchants 3-6 ordinary stones that are no larger Range: 30 feet
than the palm of his hand. When hurled or fired from a Duration: 2 rounds, + 1 round / level
sling, the stones gain a +2 bonus on the ‘to hit’ roll and Air Spirit summons a minor air elemental entity that creates
inflict 3-12 points of damage on a successful hit. They have a swirling flow of dirt, sand or dust (depending on the
the same range and rate of fire as a dagger if thrown. dominant grit of the area it is in) about three feet high. The
air spirit can attack creatures, pass through small cracks
Predict Weather and crevasses and lift items of 1 lb or less. It can be
Range: Self dispelled by dispel magic or dispel evil spells.
Duration: 1 day
Predict Weather allows the caster to accurately predict the Air Spirit - AC 9[11], HD 1-6 hp, Att claw (1-3), Save F1,
natural weather of the region he is in for the next 24 hours. Special flight, Move 50 ft fly

Resist Cold Call Familiar


Range: 30 feet Range: Self
Duration: 18 turns (3 hours) Duration: Permanent
This spell functions like the Clerical version (B16). This spell functions like the Magic-user version (C47).

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Spells D&D: Companion

Cure Light Wounds* Hold Person or Animal


Range: Touch Range: 180 feet
Duration: Permanent Duration: 9 rounds
This spell functions like the Clerical version (B15, X11). This spell functions like the Clerical spell hold person
(B18), with the addition that it can affect animals
Entanglement (mammal, avian or reptile) of the size of a man or smaller.
Range: 80 feet
Duration: 1 turn Produce Flame
This spell causes the plant life in a 20 foot radius of the Range: 60 feet
target point to erupt to life, attempting to ensnare any Duration: 1 turn / level
creatures within the area. Produce fire creates a globe or blade of flames in one of
the Druid’s hands that sheds light as a torch. The Druid can
Those succeeding at a saving throw vs. Paralysis are able to use the flames as a melee attack or hurl it as a missile
move at 50% movement and must make every effort to attack. Both ‘modes’ gain a +2 bonus on the ‘to hit’ roll.
move out of the area of effect. Creatures held or The flame inflicts 3-12 points of damage and if thrown, a
remaining/re-entering the area can attempt to break free new one appears in the caster’s hand at the beginning of
each round with a new saving throw. the next round.

Faerie Fire Protection from Cold


Range: 30 feet Range: Touch
Duration: 1 round / level Duration: 12 turns (2 hours)
Faerie Fire envelopes the target in harmless blue and green This spell grants total immunity to the target from cold and
flames that give off light equal to torchlight. Attackers gain cold-based damage for the duration.
a +1 bonus to hit the target due to the outlining flames.
Targets of this spell that have the ability to become invisible Resist Fire
remain outlined in visible flames. Range: 30 feet
Duration: 18 turns (3 hours)
Heat Metal This spell functions like the Clerical version (X12).
Range: 30 feet
Duration: 10 rounds Slow Poison
Heat Metal makes metallic objects slowly heat up to a Range: Touch
temperature that will burn through leather and wood as Duration: 72 turns (12 hours)
well as sear flesh severely. This spell functions like the Clerical version (C33).

When cast, the owner of an object gains a saving throw vs. Snake Charm
Spells if the object is on his person to negate the spell. Range: 60 feet
Duration: Special
Affected objects begin to slowly heat up and are affected as This spell functions like the Clerical version (X12).
follows:
Round Damage Third Level Druidic Spells
1 1 point of fire damage
2, 3, 4 1-6 points of fire damage each Call Lightning
5, 6 3-18 points of fire damage each Range: 90 feet
7, 8, 9 1-6 points of fire damage each Duration: 1 turn / level
10 1 point of fire damage When cast outdoors call lightning summons great bolts of
lightning from the sky to crash down on up to 1 victim per
3 caster levels.
This damage may destroy the object as well at the DM’s
discretion.
These bolts inflict 1-6 points of electrical damage + 1-6
points per 3 levels of the caster. If there are storm clouds in
the area this damage increases to 1-8. If cast indoors the
damage is reduced to 1-4.

- 40 -
D&D: Companion Spells

Victims are allowed a saving throw vs. Breath Weapon to Sticks to Snakes
avoid half the damage. Each turn (10 minutes) the caster Range: 120 feet
can summon additional bolts equal to his initial barrage. Duration: 12 turns (2 hours)
This spell functions like the Clerical version (X13). The
Continual Light* Druid can select what variety of snakes he creates.
Range: 120 feet
Duration: Special Water Breathing
This spell functions like the Clerical version (X12). Range: 30 feet
Duration: 1 day
Create Water This spell functions like the Magic-user version (X15).
Range: 10 feet
Duration: Permanent Fourth Level Druidic Spells
This spell functions like the Clerical version (X13).
Confusion
Cure Disease* Range: 120 feet
Range: Touch Duration: 12 rounds
Duration: Permanent This spell functions like the Magic-user version (X15).
This spell functions like the Clerical version (X12).
Control Temperature 10 ft radius
Growth of Plants Range: Self
Range: 240 feet Duration: 6 turns / level
Duration: Special This spell allows the caster to change the temperature up to
This spell functions like the Magic-user version (X15). +/- 5 degrees per level in a 10 foot radius around himself.

Locate Object Cure Serious Wounds*


Range: 120 feet Range: Touch
Duration: 6 turns (1 hour) Duration: Permanent
This spell functions like the Clerical version (X12). This spell functions like the Clerical version (C33).

Move Earth Growth of Animals


Range: 120 feet Range: 120 feet
Duration: 3 turns Duration: 12 turns (2 hours)
Move Earth allows the caster to move up to 50 cubic feet This spell functions like the Clerical version (X12).
(5 feet x 5 feet x 2 feet) of loose sand, dirt and gravel along
the ground within the area of effect at the rate of 10 feet Hold Plant
per round. Range: 180 feet
Duration: 6 rounds + 1 round / level
Protection from Fire The caster may target up to 2-5 vegetable or plant-based
Range: Touch creatures (including molds and fungus), which are
Duration: 12 turns (2 hours) completely immobilized (saving throw vs. Paralysis
This spell grants total immunity to the target from fire and negates).
heat-based damage for the duration.
If the caster targets a single plant, the saving throw is made
Remove Curse* with a -2 penalty.
Range: Touch
Duration: Permanent Ice Storm
This spell functions like the Clerical version (X13). Range: 120 feet
Duration: 1 round
Resist Lightning A whirling vortex of ice, snow, and hail forms in a 20 foot
Range: 30 feet radius area. Massive hailstones pound those within the
Duration: 18 turns (3 hours) area for 2-20 points of damage, with an additional 2-20
This spell functions like the Clerical spell resist fire (X12), points of cold damage.
but with respect to lightning-based damage.

- 41 -
Spells D&D: Companion

For up to four rounds (depending on the relative Charm Plants


temperature of the area) the ground will be frosty, possibly Range: 120 feet
causing conditions similar to the grease spell. Duration: Until dispelled
If the plant fails a saving throw vs. Spells (need not be
Insect Plague intelligent), it will obey the caster to the best of its ability.
Range: 480 feet The spell affects one large tree, six man-sized plants, twelve
Duration: 1 day plants 3 feet tall, or twenty-four flower-sized plants.
This spell functions like the Clerical version (X13).
Conjure Elemental
Neutralize Poison Range: 240 feet
Range: Touch Duration: Concentration
Duration: Permanent This spell functions like the Magic-user version (X16).
This spell functions like the Clerical version (X13). Elementals that become uncontrolled view the Druid as
friendly and return home immediately.
Plant Door
Range: 10 feet Find the Path
Duration: 3 turns + 1 turn / level Range: Self
By means of this spell the Druid is able to pass through Duration: 6 rounds + 1 round / level indoors; 1 day
dense plant growth, even tree trunks. The ‘door’ opens outdoors
only for him and other sylvan and faerie creatures (dryads, This spell functions like the Clerical version (C34).
pixies, etc). If cast on an oak tree, the druid can choose to
stay within indefinitely, exiting when he chooses. Lower Water
Range: 240 feet
Produce Fire* Duration: 24 turns (4 hours)
Range: 30 feet This spell functions like the Magic-user version (X18).
Duration: 1 turn
Produce Fire creates a roaring mass of flames 10 feet x 10 Part Water
feet x 10 feet from even the smallest fire source. Range: 240 feet
Combustible items in the area will catch on fire if Duration: 12 turns (2 hours)
unattended. The flames inflict 2-12 points of fire damage This spell functions like the Clerical version (C36).
each round.
Pass Plant
The reverse of this spell, quench fire, extinguishes all flames Range: 10 feet
in a 10 foot radius. Fire creatures gain a saving throw vs. Duration: Instant
Death Ray or suffer 4-32 points of damage. This spell creates a door in a tree the druid can step into
and teleport him to another tree within 480 feet that he
Protection from Lightning steps out of.
Range: Touch
Duration: 12 turns (2 hours) Reincarnation
This spell grants total immunity to the target from lightning Range: Touch
and lightning-based damage for the duration. Duration: Permanent
This spell functions like the Magic-user version (X18).
Stone to Flesh*
Range: 120 feet Transmute Rock to Mud*
Duration: Permanent Range: 120 feet
This spell functions like the Magic-user version (X18). Duration: 3-18 days
This spell functions like the Magic-user version (X17).
Fifth Level Druidic Spells
Wall of Fire
Anti-plant Shell Range: 60 feet
Range: Self Duration: Special
Duration: 12 turns This spell functions like the Magic-user version (X16),
Anti-plant Shell envelopes the caster in a transparent except that it inflicts 2-12 damage (4-24 vs. undead or
green-tinted barrier that prevents any living plant or cold-using creatures).
vegetable matter from touching him for the spells’ duration.
- 42 -
D&D: Companion Spells

Wall of Ice Reverse Gravity


Range: 120 feet Range: 90 feet
Duration: 12 turns (2 hours) Duration: 1 round
This spell functions like the Magic-user version (X16), This spell functions like the Magic-user version (C49).
except that it inflicts 2-12 damage (4-24 vs. fire-using
creatures). Statue
Range: Self
Woodsteel Duration: 1 turn / level
Range: Touch Statue allows the caster to transform himself into a stone
Duration: Permanent statue but retain all of his senses of sight, hearing and touch
Woodsteel gives any wooden object not weighing more (insofar as what can affect a granite statue - a chip would
than 50 cns per Druid level the strength and resistance of be a slight pain, but losing an arm or leg is another matter).
steel. The caster can return to normal or statue form as many
times as desired during the duration, even if turned to
Sixth Level Druidic Spells stone by an external source.

Animate Plant Wall of Stone


Range: 60 feet Range: 60 feet
Duration: 1 turn Duration: Special
The Druid grants a small amount of sentience and the This spell functions like the Magic-user version (X16).
ability to move to plants and trees. The plants follow the
Druid’s commands, attacking his foes or performing other Wall of Thorns
actions on his behalf. Range: 80 feet
Duration: Permanent
The DM must determine the combat attributes of the The Druid conjures up thorny vines filling a 5 foot x 5 foot
objects, such as armor class, speed, hit dice, and ‘to hit’ x 10 foot area per two levels.
bonuses on the spur of the moment.
Hacking through a 5 foot section of vines with edged
Anti-animal Shell weapons inflicts full damage, while blunt and piercing
Range: Self weapons inflict minimum damage. Each 5 foot section of
Duration: 12 turns (2 hours) the wall possesses 24 hit points plus the caster’s level.
Anti-animal Shell envelopes the caster in a transparent
green barrier that prevents mammals, avians and reptiles Each round spent hacking through the wall inflicts 1-6
from touching the caster. damage to the character. Moving through a hole hacked
into the wall inflicts 1-4 damage per 10 feet (or less) due to
Commune the stray vines sticking and hanging out to catch the
Range: Self unwary.
Duration: 3 turns
This spell functions like the Clerical version (X13). Normal fire is ineffective against the wall of thorns, but
magical fire will burn them, creating an effect similar to a
Control Weather wall of fire for 1-4 turns if the damage is not enough to
Range: 240 yards (720 feet) outright destroy it.
Duration: Concentration
This spell functions like the Magic-user version (X17). Wind Walk
Range: Touch
Cure Critical Wounds* Duration: 1 day
Range: Touch This spell functions like the Clerical version (C35).
Duration: Permanent
This spell functions like the Clerical version (C34). Witchlamp’s Aura
Range: Self
Earthquake Duration: 5-10 rounds
Range: 1/4 mile radius per level This spell functions like the Magic-user spell wild magic
Duration: 2-8 rounds (C50).
This spell functions like the Clerical version (C35).

- 43 -
Spells D&D: Companion

First Level Magic-user & Elf Spells Second Level Magic-user & Elf Spells Third Level Magic-user & Elf Spells
1 Animate Crawling Horror 1 Analyze Magic 1 Arcane Armor
2 Charm Person 2 Continual Light* 2 Clairvoyance
3 Detect Magic 3 Detect Evil 3 Dispel Magic
4 Enlarge* 4 Detect Invisible 4 Fire Ball
5 Floating Disc 5 ESP 5 Fly
6 Hold Portal 6 Gaze Reflection 6 Haste
7 Light* 7 Invisibility 7 Heroism
8 Magic Missile 8 Knock 8 Hold Person
9 Monster Summoning I 9 Levitate 9 Infravision
10 Protection from Evil 10 Locate Object 10 Invisibility 10 ft radius
11 Read Languages 11 Mirror Image 11 Lightning Bolt
12 Read Magic 12 Monster Summoning II 12 Monster Summoning III
13 Shield 13 Phantasmal Force 13 Protection from Evil 10 ft radius
14 Sleep 14 Web 14 Protection from Normal Missiles
15 Ventriloquism 15 Wizard Lock 15 Water Breathing

Fourth Level Magic-user & Elf Spells Fifth Level Magic-user & Elf Spells Sixth Level Magic-user & Elf Spells
1 Charm Monster 1 Animate Dead 1 Anti-magic Shell
2 Confusion 2 Call Familiar 2 Control Weather
3 Dimension Door 3 Cloudkill 3 Death Spell
4 Displacement 4 Conjure Elemental 4 Disintegrate
5 Growth of Plants 5 Contact Higher Plane 5 Geas*
6 Hallucinatory Terrain 6 Feeblemind 6 Globe of Invulnerability
7 Massmorph 7 Hold Monster 7 Invisible Stalker
8 Monster Summoning IV 8 Magic Jar 8 Lower Water
9 Polymorph Others 9 Monster Summoning V 9 Monster Summoning VI
10 Polymorph Self 10 Pass Wall 10 Move Earth
11 Remove Curse* 11 Power Word, Stun 11 Part Water
12 Wall of Fire 12 Telekinesis 12 Power Word, Deafen
13 Wall of Ice 13 Teleport 13 Projected Image
14 Wizard Eye 14 Transmute Rock to Mud* 14 Reincarnation
15 Wynter’s Damage Cloak 15 Wall of Stone 15 Stone to Flesh*

Seventh Level Magic-user & Elf Spells


1 Charm Plants
2 Delayed Blast Fire Ball
3 Ethereal Spell
4 Expeditious Magic
5 Gate
6 Limited Wish
7 Longevity
8 Monster Summoning VII
9 Power Word, Kill
10 Reverse Gravity
11 Simulacrum
12 Spell Turning
13 Symbol
14 Wail of the Banshees
15 Wild Magic
To randomly generate spells roll a 2d8-1.

- 44 -
D&D: Companion Spells

First Level Magic-user & Elf Spells monsters can be dispelled by dispel magic and dispel evil
and similar spells.
Animate Crawling Horror
Range: 20 feet d6 Roll Monster Summoning I
Duration: Indefinite 1 Stirge
This spell functions like the Magic-user spell, animate dead 2 Kobold
(X17), with the following additions - crawling horrors are 3 Goblin
considered 1/2 hit dice each so the spell will animate two 4 Wolf
creatures per caster level. 5 Badger, Giant
6 Shadow
Enlarge*
Range: Touch Sleep (B17)
Duration: 1 turn + 1 turn / level Range: 240 feet
The enlarge spell causes a target and his equipment to Duration: 4-16 turns
grow in strength, height and mass. This spell will put 2-16 hit dice worth of creatures of 4 hit
dice or less in a 20 foot diameter of the target point into an
Creatures of man-size or smaller grow into the next larger enchanted slumber for the duration. When calculating hit
size category, gaining a +1 bonus on ‘to hit’ rolls, dice ignore any +/-‘s; the spell will affect creatures as the
encumbrance benefits and possible reach. Damage is caster designates.
increased as given on the on the table below.
Creatures forced to sleep can be awakened by any forceful
Creatures with defensive bonuses due to small size lose activity, or killed in a single blow regardless of hit points.
them for the spell’s duration.
Second Level Magic-user & Elf Spells
The reverse of this spell, reduce, makes one creature of
larger than man-size or smaller shrink into the next smaller Analyze Magic
size category, gaining a -1 penalty on ‘to hit’ rolls, Range: Touch
encumbrance reduced by half and loss of any reach. Duration: 1 round / level
Damage is decreased as given on the on the table below. When cast, the Magic-user gains the knowledge of any
magical properties (including charges/uses per day) and
Original Enlarged Reduced any associated command words of the items he touches.
d2 d3 1 point
d3 d4 d2 The caster can identify 1 item, plus an additional item per
d4 d6 d3 level he possesses at a 75% chance of success plus his
d6 d8 d4 level.
d8 d10 d6
d10 d12 d8 Cursed items inflict a -75% penalty to the chance of
d12 2d8 d10 success, identifying as something beneficial if the check is
failed. At the DM’s discretion this spell may or may not
identify the properties of artifacts.
Monster Summoning I
Range: 30 feet
Detect Invisibility
Duration: 2 rounds + 1 round / level
Range: Self
The caster summons 1 random ally who serves him until
Duration: 6 turns
slain or until the duration of the spell expires, sending them
The caster can see invisible and ethereal objects and
back from wherever they came from.
creatures in the caster’s line of sight to a range of 30 feet
plus 10 feet per level (maximum of 120 feet).
The caster can elect to resummon specific creatures if they
survived previous summoning. Summoned creatures may
Gaze Reflection
be given equipment, but limited-use items may be depleted
Range: Touch
by them in their normal lives between summoning.
Duration: 1 turn
Gaze reflection creates a mirror-like cover over the caster’s
Where these creatures come from is a matter of conjecture
eyes that don’t interfere with his vision.
for sages and scholars. There is a 1% chance an adventurer
class is summoned instead of a monster. Summoned

- 45 -
Spells D&D: Companion

The recipient is immune to gaze attacks (such as a Monster Summoning III


medusa's gaze) and has a 15% chance plus his Dexterity Range: 30 feet
score and level of reflecting the gaze back at the attacker as Duration: 2 rounds + 1 round / level
if using a mirror. This spell functions like the monster summoning I spell
(C45). It may summon multiple creatures from a lower
Monster Summoning II level summoning chart using the chart below:
Range: 30 feet
Duration: 2 rounds + 1 round / level d8 Roll Monster Summoning III
This spell functions like the monster summoning I spell 1 1-4 from Monster Summon I
(C45). It may summon multiple creatures from a lower 2 Bugbear
level summoning chart using the chart below: 3 Harpy
4 Ochre Jelly
d6 Roll Monster Summoning II 5 Berserker
1 Hobgoblin 6 Wight
2 Lizard Man 7 Wild Boar
3 Gnoll 8 1-3 from Monster Summon II
4 Bugbear
5 Orc Fourth Level Magic-user & Elf Spells
6 1-3 from Monster Summon I
Displacement
Third Level Magic-user & Elf Spells Range: Self
Duration: 6 turns (1 hour)
Arcane Armor Displacement makes the caster appear to be one to four
Range: Touch feet away from his actual position.
Duration: 48 turns (8 hours)
Arcane armor hardens a portion of the target’s Ethereal The first time each particular attacker makes an attack on
field, providing an armor class of 5[15]. It is weightless and the caster it automatically misses. Thereafter each attack
does not hinder them in any way. Actual armor may not be made on the caster forces the attacker to make his ‘to hit’
worn while this spell is in effect but shields may be roll twice, taking the worse result.
employed.
Monster Summoning IV
Heroism Range: 30 feet
Range: 30 feet Duration: 2 rounds + 1 round / level
Duration: 6 turns (1 hour) This spell functions like the monster summoning I spell
When cast, this spell grants the affected target with a more (C45). It may summon multiple creatures from a lower
narrow focus on combat ability and strengthens his level summoning chart using the chart below:
physical prowess and resolve.
d10 Roll Monster Summoning IV
The recipient gains additional hit points for the spell’s 1 1-6 from Monster Summon I
duration as well as a bonus on ‘to hit’ rolls and saving 2 1-4 from Monster Summon II
throws. Through the use of this spell, even a common 3 Gargoyle
peasant can become a champion for a short time. 4 Ogre
5 Owlbear
Bonus Bonus ‘to Bonus on 6 Bat, Giant (Greater)
Level or HD HP hit’ Saves 7 Rat, Giant (Monstrous)
0 or < 1 +5-30 +4 +5 8 Wraith
1 +4-24 +3 +4 9 Great Cat, Panther
2 +3-18 +2 +3 10 1-3 from Monster Summon III
3 +2-12 +1 +2
4+ +1-6 +1 +1 Wynter’s Damage Cloak
Range: Touch
Duration: 1 round / level
This spell covers the target with a shimmering aura that
prevents him from taking damage from physical attacks.
The recipient deducts two points + Constitution
- 46 -
D&D: Companion Spells

adjustment from any damage scored against him from non- (vampire), Giant Beetle (Fire), Giant Centipede (Small,
magical weapons (to a minimum of 1 point of damage). Lethal and Non-lethal), Giant Rat, Giant Spider (Smaller),
Stirge or Wolf. The DM might even consider an Imp,
Fifth Level Magic-user & Elf Spells Wytchlamp or other similar creature of low HD but
possessing an odd power.
Call Familiar
Range: Self Monster Summoning V
Duration: Permanent Range: 30 feet
When this spell is invoked the Magic-user calls to himself a Duration: 2 rounds + 1 round / level
small creature that will be an aide and companion of sorts. This spell functions like the monster summoning I spell
Familiars are typically tiny animals but may be small-size (C45). It may summon multiple creatures from a lower
creatures. level summoning chart using the chart below:

A creature acting as a familiar benefits its master by d10 Roll Monster Summoning V
granting any of its special sensory ability when in contact, 1 1-6 from Monster Summon II
sharing an empathic link and any other benefit as decided 2 1-4 from Monster Summon III
by the DM. This link can be harmful to the Magic-user 3 Griffon
however if the familiar is mistreated or killed. Spellcasters 4 Cockatrice
should think heavily before committing to trying to gain a 5 Manticore
familiar. 6 Minotaur
7 Ogre
A Magic-user can only have one familiar at a time. When 8 Salamander, 50% for either
cast, the caster must burn 100gp worth of incense and 9 Troll
meditate for eight hours. During this time the spirit of an 10 1-3 from Monster Summon IV
animal will, under most circumstances, reveal itself to him
and take mortal form. Power Word, Stun
Range: 60 feet
If no spirit appears or the caster isn’t satisfied with the one Duration: 2-12 rounds
that does, the caster may try again after one week. Most When the power word stun is uttered, one creature chosen
familiars conform to the Animal, Normal (small or tiny-size) that is within 60 feet of the caster is stunned if it possesses
entry in Part 6: Monsters. fewer than 30 hit points (no saving throw is permitted). If
the victim possesses 31 to 60 hit points he gains a saving
Special familiars could be slightly more powerful than a throw vs. Paralysis. Victims of 61 or greater hit points are
normal animal, such as a Giant Ant (worker), Giant Bat immune to this spell.

1d20 Result Familiar Special Stunned victims are left reeling and unable to attack. They
1-5 None may defend themselves, but lose any shield benefits and
6-7 Bat positive Dexterity bonuses to armor class and suffer an
8-9 Rat additional penalty of +4[-4] armor class as well until the
10 - 11 Snake effect wears off. A stunned character cannot move more
12 - 13 Bird, Small than half speed.
14 - 15 Lizard
16 - 17 Cat Sixth Level Magic-user & Elf Spells
18 - 19 Squirrel
20 Roll 1d10 Globe of Invulnerability
1 Giant Ant, Worker Range: Self
2 Giant Bat, Vampire Duration: 6 turns (1 hour)
3 Giant Beetle, Fire When cast, this aura alters the caster’s Ethereal field to
4 Giant Centipede form a globe around him - any incoming spell or effect the
5-7 Giant Rat caster is the target of or is in the area of effect of 1st - 3rd
8 Gaint Spider (Small) level does not affect him at all; spells of 4th and 5th level
9 Imp have only half their normal effect and duration. The
10 Stirge caster’s own magic is unaffected by this spell.
11 Wolf
12 Wytchlamp
- 47 -
Spells D&D: Companion

Monster Summoning VI the Ethereal Plane or with the vision to see Ethereal
Range: 30 feet creatures.
Duration: 2 rounds + 1 round / level
This spell functions like the monster summoning I spell The ethereal form is capable of casting spells, but there is a
(C45). It may summon multiple creatures from a lower 5% chance per spell level that the spell will fail.
level summoning chart using the chart below: Additionally, there is a 2% chance per spell level of the
attempted spell that the ethereal spell itself will falter as a
d10 Roll Monster Summoning VI result of the spell casting, and the ethereal form will return
1 1-6 from Monster Summon III to the physical body.
2 1-4 from Monster Summon IV
3 Basilisk Combat in an ethereal form is somewhat different than
4 Cockatrice physical combat. Only Ethereal or other astral forms and
5 Manticore creatures able to harm ethereal creatures can be harmed.
6 Hill Giant Characters substitute their Intelligence scores for Strength
7 Chimera and their Wisdom scores for their Dexterity in Ethereal
8 Frost Giant combat.
9 Griffon
10 1-3 from Monster Summon V Expeditious Magic
Range: Self
Power Word, Deafen Duration: 1 round / 2 levels
Range: 60 feet When cast this spell lessens the initiative adjustment of
Duration: 2-8 days other spells cast during its duration.
When the power word deafen is uttered, one creature
chosen that is within 60 feet of the caster is struck deaf if it Note: If the ‘Pair Combat’ rules (B23) are being used the
possesses fewer than 40 hit points (no saving throw is Magic-user rolls his initiative twice, taking the better roll in
permitted). If the victim possesses 40 to 80 hit points he any round he is spellcasting. If the group initiative rules are
gains a saving throw vs. Paralysis. Victims of 81 or greater being used the Magic-user casts his spells at the beginning
hit points are immune to this spell. of the round before any other actions are taken.

Deafened spellcasters have a 50% chance of miscasting Gate


any spells they cast while deafened, with miscast effects Range: 20 feet
determined by the DM. Duration: 1d6 + 1 turns
A gate spell creates a two-way opening to another plane of
Seventh Level Magic-user & Elf Spells existence of the caster’s choosing and may attempt to
summon forth a specified, tremendously powerful being
from the other plane (including gods and demi-god level
Charm Plants
creatures).
Range: 120 feet
Duration: Until dispelled
If attempting to summon a creature the caster must know
If the plant fails a saving throw vs. Spells (need not be
the name of the creature he is attempting to summon or
intelligent), it will obey the caster to the best of its ability.
the spell will fail. There is a 5% chance that the wrong
The spell affects one large tree, six man-sized plants, twelve
being may be summoned and (regardless whether the
plants three feet tall, or twenty-four flower-sized plants.
summoned being is the right one or not) there is a 5%
chance that it will lack interest in the situation and return
Delayed Blast Fireball
through the gate. The summoned being is not necessarily
Range: 240 feet
friendly to the caster and may even be extremely annoyed.
Duration: Chosen by caster (up to 10 minutes)
This spell creates a fire ball (B18) but the blast can be
The gate can be dispelled by dispel magic or dispel evil.
delayed for a period of up to 10 minutes.
Limited Wish
Ethereal Spell
Range: Special
Range: Special
Duration: Special
Duration: 12 turns (2 hours)
This spell is not all-powerful; it grants wishes of limited
The caster projects his soul into other places (either on the
scope. In order to cast this spell, the Magic-user must have
Mortal Realm or into the Ethereal Plane); this ‘ethereal’
an Intelligence score of at least 18. The DM’s discretion will
form is invisible to all creatures except those also traveling
- 48 -
D&D: Companion Spells

rule what sort of wishes are within the spell’s power. The Monster Summoning VII
simplest and most common uses of the spell are as follows: Range: 30 feet
• can replicate any arcane spell of 7th level or less, Duration: 2 rounds + 1 round / level
any divine spell of 6th level or less or any natural This spell functions like the monster summoning I spell
spell of 5th level or less. (C45). It may summon multiple creatures from a lower
• can temporarily increase any ability score to 18 for level summoning chart using the chart below:
up to 24 hours.
• magical items can be gained through the use of a d10 Roll Monster Summoning VII
wish, though the more powerful the item, the 1 1-6 from Monster Summon IV
higher a chance it will only be temporarily gained, 2 1-4 from Monster Summon V
or its owner may be brought to the character 3 Fire Giant
making the wish and must be fought to gain 4 Purple Worm
possession of it, or the character can be taken to 5 Dragon, Average, Age 5
the item desired (if the wish is not worded 6 Demon, Baalroch
carefully!). 7 Storm Giant
8 Frost Giant
The above uses of limited wish aren’t very taxing on reality 9 Titan, 17 HD
and pose no additional cost. Some examples of other uses 10 1-3 from Monster Summon VI
are given below but could carry some hefty cost to the
caster, warping basic laws of reality: Power Word, Kill
• can be used to permanently increase any Ability Range: 60 feet
Scores on a 1 point-per-wish basis. Duration: Instant
• can grant a maximum of 500,000 gp to a single When the power word kill is uttered, one living creature
character. chosen that is within 60 feet of the caster is struck dead if it
• can change an event no more than 24 hours in the possesses fewer than 50 hit points (no saving throw is
character’s past. Wishes cannot be used to ‘time permitted). If the victim possesses 51 to 100 hit points he
jump’ however. gains a saving throw vs. Death Ray to negate. Victims of
101 hit points or greater are immune to this spell.
The DM will inform you of the limits of a specific wish. The
possibilities are virtually endless for the wisher. Casting a Victims killed by this spell are unrecoverable by any means
wish is so draining for the caster he cannot cast spells for less than Deity intervention or a full wish.
2d4 days afterwards and acts as if exhausted during this
period. If additional penalties apply, depending on the Reverse Gravity
effect of the wish, the caster will not know what they are Range: 90 feet
until he makes the wish (altering reality isn’t something to Duration: 1 round
be taken lightly). The spell reverses gravity in a 15 foot radius. Anything in
the area not bolted down falls upward to a height of 5 feet
Longevity per level of the caster and then when the spell ends they
Range: Touch fall back down again.
Duration: Special
When cast this spell stops the biological clock for the Simulacrum
recipient. For a number of years equal to 1/10 of his base Range: Touch
maximum age he ceases to age physically (though his Duration: Permanent
mental abilities will still be affected by natural aging). The caster creates a duplicate of himself or some other
person. The basic form is created from snow and ice, and
This spell can only be cast on the same person once every must then be animated (animate dead or animate object is
decade from the first application. There is also a flat 5% an acceptable means).
chance with each casting that all of the previous uses of the
Longevity spell and potions of longevity are undone. A limited wish (along with the actual simulacrum spell) is
then used to imbue the animated form with intelligence
Alternatively this spell can be used to remove years of and certain knowledge of the person being simulated.
unnatural or magical aging equal to 1/10 of the recipient’s
base maximum age. The recipient must succeed a saving The simulacrum gains 30–60% (d4+2 x 10) of the
throw vs. Death Ray or 1 year of the aging permanently simulated creature’s knowledge and experience. The
remains. simulacrum follows its creator’s orders. It is worthy of note
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Spells D&D: Companion

that the simulacrum is not a perfect representation of the Wild Magic


original. Side by side the differences are obvious and the Range: 120 feet
simulacrum is a magical creature detectable with a detect Duration: 1 round / 3 levels
magic spell. This spell makes the Ethereal field surrounding the victim
unstable. Every spell cast or magical activation-type item
If the original creature dies the simulacrum gains the triggered there is a 10% chance per spell level (or
knowledge and experience of the dead original at a rate of equivalent) that the magic goes awry and produces a
1% per week (to a maximum of 90%). At the time of its random effect. The DM will roll on the chart below to
complete evolution it becomes a free-willed living being. determine the effect:

Spell Turning 20 Roll Wild Magic Effect


Range: Touch Spell energy causes the caster’s ethereal Field
Duration: 1 turn to become unstable and explode. All in a 20
1-2
When cast this spell reverses part of the caster’s Ethereal foot radius take 1-4 magical damage per spell
field. Any spells cast with the protected caster as the memorized, save vs. Breath for half damage.
primary target are 100% reflected back at the original Area of effect is doubled and damage is halved
3
caster. (if applicable).
Spell fails and is lost. Cloud of butterflies /
Up to 1 spell level per caster level can be reflected in this 4-5 smoke / autumn leaves obscures everything in
way. If a spell has more levels that protection remaining, a 20 foot radius around the caster.
half of it rebounds on the attacking caster (half effects and Spell fails and is lost. Caster is covered in
+4 bonus to saving throws) and blows down the spell 6 feathers and clucking can be heard around him
turning effect, leaving the protected caster unharmed. for 24 hours.
Spell is randomly targeted as a grenade like
7-8
Symbol missile using the target point as the center.
Range: 20 foot radius 9 - 11 Spell fails and is lost.
Duration: Special Area of effect is halved and damage is doubled
12
This spell functions like the Clerical version (C37) in (if applicable).
addition to the symbols given below. Spell fails and is lost. Caster is dazed for the
13 - 14 next round.
Symbols Effect Spell summons as per Monster Summoning of
Age 1/10 base maximum age. Saving 15 the same level. 50% chance it is hostile to the
Aging
throw vs. Petrify negates. caster and attacks immediately!
1 type of elemental damage to all. 7-42 Spell fails and is lost. Caster spends the next
Blast
damage, save vs. Breath for half damage. 16 - 17 round sneezing / snotting / farting
Kills up to 100 total hit points of victims. uncontrollably.
Death
Saving throw vs. Death Ray negates. Random spell of the same level (d4 to
All must make a save vs. Petrification or 18 determine spell class) affects target. If not
Petrification
turn to stone. applicable, affects caster.
Casts a Sleep spell affecting 8-32 HD Spell fails and is lost. Caster (not his clothing)
Sleep worth of creatures up to 6 HD for 12 19 - 20 is made 1 inch tall for 1 turn per level of the
turns. No saving throw. spell.

Wail of the Banshees


Range: Self
Duration: Instant
At the completion of the spell the caster utters a soul-
chilling, keening wail that affects every living thing in a 30
foot radius. Any living creature in the radius hearing the
wail must immediately make a saving throw vs. Death Ray
with a -2 penalty or fall over dead.

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Part 4: The Adventure
Parties making other-planar excursions have much of the
same preparations to do, although the nature of such
preparations depends on the location being traveled to. At
a minimum a gate to the plane must be located, or if the
PCs are powerful enough, created to the desired plane.
Going to the Elemental Plane of Air requires little planning,
but visiting the Elemental Plane of Fire presents difficulties
for most parties that wish to make an extended stay.
Visiting sages and knowledgeable luminaries will help
parties identify things they will need to survive local
conditions on other planes.

Mapping
Mapping planar areas traveled to is similar to mapping
wilderness areas (X19). When mapping the Planes note
some locations are not fixed and constantly shift around
the Plane (in the Plane of Ooze for example some towns
and special locations are always in motion sliding slowly
across the ooze-scape), but every Plane does have “anchor
points” that are always locatable if mapped correctly.
Beginning the Adventure
By this time in the characters’ careers they have delved Time, Scale and Movement (B19, X19)
deep dungeons; explored untamed wilderness and either Much of the information presented in the Dungeons &
laid the foundations for their own baronies or found their Dragons Basic and Expert rules still applies to indoor and
way to the edges of the Planes. outdoor exploration and movement.

The Base of Operations: Much like in the Expert level of Encumbrance (Optional, B20)
play the character’s home base can be a town, the As stated in the Dungeons & Dragons Basic and Expert
character’s stronghold or even an outpost on the other side rulebooks, characters can only carry so much before they
of a planar portal. The outpost should be a location where can no longer move. The Companion supplement adds to
the PCs can hire retainers and spend excess treasure; the system presented in the Basic rules as given below.
clerical healing is available for a suitable donation and Check with your DM before determining your
rumors are available to lead the foolish to great riches or encumbrance to see what system he wishes to use.
their doom.
Coin Encumbrance: If the DM decides that the PCs will be
Organizing the Party using the “coin encumbrance” system in the D&D Basic
Much like the Dungeons & Dragons Expert rules, players rules (B20) ignore the references to armor type being worn.
have more choices to make before play begins. Before the Remember this is not actual weight, but also the bulkiness
party leaves the safety of its home base (whether this is a of an item as well. Use the chart below to determine coin
keep, campsite or city), the players should ensure that they encumbrance for the PCs.
have enough supplies for their journey to their destination
as well as back. Party members are encouraged to pool Armor Encumbrance: Another system for determining a
their resources if they wish in order to purchase any form of encumbrance is using the armor type the character
additional party supplies they may need. is wearing determines his base movement rate. While

Coin Encumbrance
Str 9-12 Str 13-15 Str 16-17 Str 18 Str 19 Str 20+ Combat Move
400 or less 500 or less 600 or less 700 or less 800 or less 900 or less 40 feet
401 - 600 501 - 700 601 - 800 701 - 900 801 - 1000 901 - 1100 30 feet
601 - 800 701 - 900 801 - 1000 901 - 1100 1001 - 1200 1101 - 1300 20 feet
801 - 1600 901 - 1700 1001 - 1800 1101 - 1900 1201 - 2000 1301 - 2100 10 feet
1601 - 3200 1701 - 3300 1801 - 3400 1901 - 3500 2001 - 3600 2100 - 3700 5 feet
3201+ 3301+ 3401+ 3501+ 3601+ 3701+ None
Characters of Str 6-8 have 75% (three-quarters) carrying capacity; Str 4-5 is 50% (halved), Str 3 is 25% (one-quartered).

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Adventure D&D Companion

historically armors considered ‘heavy’, such as plate mail per round to 30 feet per round.
and knight’s plate, are easier to move in. For game balance
purposes their better protection is traded for movement Example 2: Rogarth Strongarm, an above average (16)
rate. Dungeons & Dragons is a game and not a historical Strength character, has 12 Unencumbered slots (base 10 +
representation for all things in real world combat. 2 bonus slots for having a +200 coin encumbrance bonus).
Rogarth is considered Unencumbered if he only uses these
A character can carry up to 1,600 coins of bulk (not 12 slots. If he uses a total of 13-17 slots he becomes Lightly
counting armor), plus the adjustment from Strength (C3). Encumbered and his combat movement drops from 40 feet
per round to 30 feet per round.
Armor Encumbrance
Armor Type Combat Move How to determine how many slots an item takes is given
Clothes & Leather armors 40 feet below.
Chain Mail & Banded Mail or
30 feet
Clothes & Leather + Treasure Item Slot by Equipment Type
Plate armors or Equipment Item Slots Used
20 feet
Chain & Banded + Treasure Armor (weight) 1 slot / 100 coin weight
Plate armors+ Treasure 10 feet Weapons (size)* S = 1, M = 2, L = 3
Ammunition 1 slot / pack
Equipment Slots: A simple way to determine a character’s 1 slot / item if easily hand held
level of encumbrance is to use a system similar to some Gear
2 slots / item if larger than hand held
single player solo game books - equipment slots. In this Coins 1 slot / 100 coins
system each PC has a number of ‘slots’ to carry equipment. Gems 1 slot / 10 gems
Every so many slots filled increases his level of *Weapons that come in bundles (such as darts), take 1 slot for
encumbrance and slowing down his movement. each bundle, like ammunition.

Equipment Slot Encumbrance When determining how many slots armor takes, round all
Encumbrance Level Slots Combat Move fractions down. Things like potions, holy water, oil and the
Unencumbered 10* 40 feet like take 1 slot each (due to the nature of their containers
Lightly Encumbered +5 30 feet and uses). Each item will take at least 1 slot regardless of
Encumbered +5 20 feet weight. Containers like sacks can hold 1 slot per 100 coins
Heavily Encumbered +5 10 feet in weight but only take 1 inventory slot themselves. For
Overloaded +1 0 feet other items, consult with the DM who will assess how many
*Plus Strength adjustment, every 100 coins of bonus carrying slots an item takes.
capacity = 1 bonus slot.
For vehicles, such as wagons and ships, they can hold 1
In this system up to 25 total item slots is given for a inventory slot per 100 coins in weight they can carry.
character to carry gear, plus bonus slots for high Strength
scores. Movement Rates (B20, X20)
Characters have various movement rates based on the
Example: Theodorus the Wise, an average (9-12) Strength situation they are in. All of their movement rates are based
character, has 10 Unencumbered slots. Theodorus is on their movement per combat round as determined by
considered Unencumbered if he only uses up to 10 slots. If their encumbrance.
he uses a total of 11-15 slots he becomes Lightly
Encumbered and his combat movement drops from 40 feet Movement Rates
per Round Run/Rnd per Turn Miles/Day
100 feet 300 feet 300 feet 60 miles
90 feet 270 feet 270 feet 56 miles
80 feet 240 feet 240 feet 48 miles
70 feet 210 feet 210 feet 42 miles
60 feet 180 feet 180 feet 36 miles
50 feet 150 feet 150 feet 30 miles
40 feet 120 feet 120 feet 24 miles
30 feet 90 feet 90 feet 18 miles
20 feet 60 feet 60 feet 12 miles
10 feet 30 feet 30 feet 6 miles

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D&D: Companion Adventure

Swimming (X51): As noted in the D&D Expert rules, a may be made by a character for each situation, including
character’s swimming movement is 1/4 their normal rate if any characters that aided someone else.
they are unencumbered. For each level of encumbrance
however, there is a cumulative 33% chance of drowning. OPTIONAL: If the DM decides these activities should
improve as the characters gain levels, then the roll is 2-in-
Climbing (X51): Thieves and characters climbing move at 12 for success plus ability score adjustments. The
1/2 their movement rate. characters gain a +1 cumulative bonus at levels 4th, 8th,
12th and 16th level.
Resting and Exhaustion (B19)
Exhaustion is cumulative. Use the table below to determine Appraise Treasure (New): This gives the characters a
rest time to move to the next lighter exhaustion level: chance to determine the general value of any given item.
On a success the character will appraise the item within 60-
Level Type 90% (d4+5x10) of its actual value. What the characters get
0 None for it when trading however could be a wholly different
1 Light, recover after 1 turn of rest matter. A character uses their Language adjustment (up to
2 Moderate, to Light after 12 turns of rest a maximum of +3) to modify the roll for success.
3 Serious, to Moderate after 24 turns of rest
4 Critical, to Serious after 48 turns of rest Climbing (B8, X51): As noted a Thief can climb a sheer
5 Intensive, to Critical after 96 turns of rest surface. All characters can climb rough surfaces (trees,
rocks with sufficient handholds, ect). Thieves do not have
Light (B21) to roll for success in doing this but other characters do. As
Infravision has been redefined and a new type of vision has noted, climbing speed is 1/2 normal movement rate. A
been added for subterranean monsters. character uses their Missile Fire adjustment from Dexterity
to modify the roll for success.
Infravision: is a more developed form of full color sight that
allows the character to see twice as far as a human under Detect Hidden (B21-22): As noted under Secret Doors
low-light conditions such as star-light or torch-light. (B21) and Traps (B22) all characters have a chance to find
hidden objects. Characters use their Wisdom adjustment to
Darkvision: is a highly developed form of black and white modify the roll for success.
vision that allows the character to see in near to complete
darkness. The range limit of this vision is given in the Demi-humans have their own chance to find things under
monster’s description. Details on ‘soft’ materials cannot be certain situations as well (such as Dwarves detecting secret
seen, such as writing on books or scrolls, tapestries, or doors and traps in stonework).
paintings (although carvings can be seen clearly). Light
brighter than candlelight ruins the use of darkvision. While Thieves can find and disarm all kinds of traps,
characters of all classes can find large mechanical traps, but
Adventuring “Skills” at best can only set them off harmlessly or avoid them.
There are several activities adventurers perform on a
Fire-building (X10): A tinder box or flint and steel to create
regular basis that could be considered “skills”. These have
fire are an important part of every adventurer’s gear.
been collected here for simplification.
Torches, lanterns, campfires, and burning oil all require the
characters to be able to light them to survive. Characters
In situations where more than one character could make a
use their Dexterity adjustment to modify the roll for
roll, the characters can pool their resources to aid one
success.
another. This prevents players from seeing someone else
fail and each in turn attempting the same roll and bogging
Foraging (X51): Packing supplies is important when
down play. If the DM rules that having aid is helpful to the
traveling overland for more than a few days at a time.
player making the roll, a +1 bonus is granted.
Parties can attempt to forage for food, hunting and
gathering food along their way if they run into travel
Using these ‘skills’ is done by rolling 1d6; success is a result
difficulties. Characters use their Wisdom adjustment to
of 1. If the character has a positive ability score adjustment
modify the roll for success. Druids also gain a +1 bonus.
it is added to the range of success. For example, a
character with a 16 Strength would succeed at an Open
Listening (B21): Any character can listen at a door or try to
Doors check on a roll of 1-3 on a d6 (a base score of 1,
listen for noises. Characters can tell if there is something
with a + 2 for his Strength adjustment). Only one attempt
moving/speaking and possibly number if conditions are

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Adventure D&D Companion

right but nothing else. Thieves can gain better information being above or below us. It is enough to say in a fantasy
with a Thief Skill Listening check, learning exact numbers, sense, they exist and the characters can get to them in
hearing what is being said (if they understand the language difficult ways. There are several planes that are commonly
being spoken) and more little details such as known to most adventurers and learned scholars:
leather/chain/plate types of armored individuals at the
DM’s discretion. A character uses their Language Prime Material: Most of a Campaign takes place in a
adjustment (up to a maximum of +3) to modify the roll for fantasy world roughly similar to our own medieval times.
success and Halflings gain a +1 bonus to Listening. That planet and the whole of that universe is called the
Prime Material Plane.
Open Doors (B21): Characters can try to force locked
doors. Doors are stuck on a 1-2 on a d6 (any door, locked It contains an infinite expanse of space, galaxies, and life in
or unlocked, can be stuck). Forcing open a door causes a all of its known and as yet unknown forms. Also known as
lot of ruckus and may attract a wandering monster. As the “Mortal Realm” among creatures not native to it, this is
noted the character’s Strength adjustment can modify the the focus of the multiverse with countless mortal and
roll for success. immortal creatures’ schemes taking place beyond
reckoning.
This may also be done for small portcullis and barred-gates
that can be found in old underground barrows and Unlike any other place in the multiverse, the Prime Material
dungeons. Success indicates the character has bent the is a balance of the effects of all other planes from the basic
bars or lifted the gate enough to allow someone his size or elements to more exotic planes like the celestial good and
smaller passage through them. abyssal evil. On the Prime Material, all things are possible
and the general laws of existence are similar to those of the
real world.

The “Inner” Planes


Several other planes are “close” to the Prime Material and
in fact have natural connections that maintain the balance
of life and natural laws. Together these planes are
collectively known as the “Inner Planes”.

Elemental Planes: The four main elemental planes of Air,


Earth, Fire and Water ‘surround’ the Prime Material like a
great wheel. In between them, on the border areas are
‘amalgamate’ planes of various mixtures of the border
regions of the main planes. Impossibly, these planes are
made up entirely of their element in all forms possible.

On the Plane of Fire, for example, solid flame makes the


‘earth’ and ‘flora’, while liquid flame is its version of ‘water’
and light, wispy flames make up its ‘air’.
The Multiverse
The world in which the characters live is only one of many The Plane of Earth is somewhat easier to survive as there
worlds in their infinite universe; the possibilities for ‘normal’ are actual pockets of air in caverns and tunnels created by
adventure are limitless. But the D&D game involves other the earliest plane-traveling creatures and earth-based
places and things not found in the “normal” world; the elemental natives to accept guests. There are natural
universe is only a small part of reality! Just like the physical tunnels that are constantly moving and changing however,
universe expands in all directions, the multiverse extends in and someone without the means to make tunnels can find
all dimensional directions from the physical reality the themselves stranded in a small pocket and suffocate, or
characters can see and feel. There are many other places worse the tunnel moves and leaves them entombed in solid
waiting to be found. The whole of existence, including all rock!
the planes is called “the Multiverse.”
Survival on any elemental plane with the exception of the
Even though we call some planes of existence ‘higher’ or Plane of Air or the Plane of Water is highly difficult for
‘lower’ those terms are misnomers; the dimensional planes more than short periods of time.
exist apart from ours yet connected to it without a sense of
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D&D: Companion Adventure

There are four major and four minor elemental planes The Ethereal Plane
known to sages. Sages usually draw these as a wheel Connecting all of the dimensional multiverse realities is the
surrounding the Prime Material starting at the top and Ethereal Plane. It is made of pure magic, the stuff that fuels
going clock-wise: Air (major), Smoke (minor), Fire (major), the spells of Clerics and Magic-users alike. Whether it
Magma (minor), Earth (major), Ooze (minor), Water existed before or after the multiverse came into being none
(major), Ice (minor). can say, it simply exists and is.

While there are border and pocket elemental planes that The Ether looks like a vast expanse of light blue with wisps
exist between all of them, they are not considered true of cloudy material. In areas ‘close’ to another plane, the
planes unto themselves. The planes of Dust, Mineral, Salt, Ether takes the form of major land shapes and even
Mud, Steam, Lightning and Vacuum fall into this category buildings. This phenomenon is called the ‘border ethereal
of pocket elemental planes. Accessing these places is effect’.
difficult at best, requiring one to cross a major elemental
plane first to locate them. Inside the Ethereal plane are portals and conduits to all
planes of reality, it is the single ’largest’ plane of any, yet
The Planes of Radiance and Darkness: Surrounding all of only as large as all the planes it connects. Inside the Ether,
the Elemental and Prime Material planes, or so-called creatures can see the strengths of individuals’ Ethereal Field
‘inner planes’, is the Radiance and the Darkness. or the aura of powerful magic on other planes of existence.
All magic functions at maximum effect on the Ethereal
The Radiance is a plane of creation, pure energy and life, plane.
giving fuel to all the Inner Planes and all life in the
multiverse. Sages speculate there is another plane that is concurrent to
the Ethereal that they have dubbed, the “Astral Plane”, but
The Darkness is its opposite; a plane of decay and rot no amount of magical or natural exploration has yielded
where a break-down of all things occurs and death. any proof as of yet. Their reasoning is occasionally
creatures and people have exhibited powers that look like
Travel to either plane is dangerous for mortals without magic but are created by acts of will power, or ‘psychic’
proper protection, as the life energies of the Radiance will power. The place these strange powers originate from is a
warp and create new life from anything encountering it; mystery still.
while the Darkness will drain away the life from any that
enter its unending darkness and leave them a husk. A potion or armor of ethereality allows the user to enter,
travel in, and leave the Ethereal Plane. Many strange
The Shadow Plane: The borderland of the Radiance and monsters wander through the Ether, some of which can
Darkness, the Shadow Plane, is a place of conflicting travel to the Prime Material as well.
senses and twisted design. Things here resemble the Prime
Material, but always in a state of gloom where one is never The Outer Planes
100% sure of what is seen. Undead run rampant here as Removed from the ‘Inner Planes’ and floating in the
well, the death energies of the Darkness providing them Ethereal plane are the ‘Outer Planes’. These planes are
with unlife and the sustenance of the Radiance keeping often referred to as ‘Upper’ or ‘Lower’ even though those
their weird twisting of life sustained. The Shadow Plane is a are relative terms when dealing with dimensional views.
cold dimly-lit place but one of the more accessible planes These are the places where the Deities, Demon Lords and
to those that are persistent enough to find it. ancient beings of power dwell. These planes can resemble
anything from glorious vast mountains to endless
bottomless pits to fiery plains of brimstone and suffering.

Usually mortals can exist on them with little protections but


precautions are always best taken. Explorers have
discovered that several Outer Planes can be ‘strung’
together by the beings that rule them to form a cohesive
realm for their pantheon. These beings can also remove
portals to the Ethereal plane, allowing access only through
another Outer Plane. This makes it more difficult to locate
and enter since prospective visitors must traverse an
additional plane (or more) and locate portals to ‘deeper’
planes.

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Adventure D&D Companion

Demi-planes
Demi-planes are relatively small and finite planes, usually
created by mortal magic, though sometimes they are
spontaneously created by the Ethereal plane itself in some
unknown process. Demi-planes are as varied as their
creators so the traveler should be prepared for almost
anything when traveling to an unknown demi-plane.

The Realm Beyond


Even though the Ethereal plane is infinite, it is a
contradiction of itself with an outer boundary of sorts.
Beyond the Ether dimensionally are planes and dimensions
mortal and even Deific minds cannot comprehend. This
place of truly impossible laws and horrific life is simply
called the ‘Realm Beyond’. Unknown to most Deities and
even fewer scholars, the powerful beings that reside there
were once whispered to rule existence until some being or
group of powerful beings created Order and drove them
back to where they reside now. These Outer Beings still
send their thoughts to the weak-minded and power-hungry
who seek out the forbidden knowledge of how to access
the power of the Dark Ones that reside there.

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Part 5: The Encounter
The Pair Combat Round
After everyone has their Initiative Score rolled, the DM
goes through the initiative order from highest to lowest like
a normal combat round. When it gets to each player or
monster’s turn they can do the following actions in any
order (unless the DM rules otherwise):
 move up to their maximum combat movement or
run (unless spellcasting)
 if not running, take one action such as:
 make all of your allowed attacks
 cast a spell
 get an easily obtainable item ready
 swap weapons
 drink a potion
The Encounter  talk or shout quick commands or messages
When a party of adventurers explores wilderness, ruins, (‘banter’)
caverns or any other location they must be prepared to
meet, deal with or combat creatures both familiar and Halflings are an exception to moving and attacking. If a
strange. When traveling across the planes, creatures never Halfling is using a missile weapon with two or more attacks,
before imagined will be encountered, and not all of them he may divide his attacks around his movement, also called
will have the party’s best interests at heart. ‘split-fire and move’.

When encountered the number of monsters you can see Delaying


will be relayed to you by the DM. Remember though, it’s Sometimes a player will roll very well for his initiative but
not the DM’s job to tailor encounters for the party’s his tactics for the round requires him to wait for another
capabilities, but rather you must learn when to fight, run or player or event to happen. The player can choose to delay
be tricky. his initiative and take his turn later in the round.

Pair Combat Initiative (B23) Multiple Melee Attacks


As mentioned briefly in the Dungeons & Dragons Basic Fighter classes, Thieves and Demi-humans have the ability
rules, initiative can be rolled for each combatant instead of to make more than one melee attack per round when they
each group as a whole. Characters add their individual reach higher levels. When a character can make multiple
initiative Dexterity adjustment to their d6 roll. Any ties are melee attacks he adds all the relevant adjustments to each
considered to be simultaneous no matter who takes their attack’s ‘to hit’ roll and each successful damage roll.
turn first.
The character can choose to use one or more of his attacks
OPTIONAL: Pair combat initiative can be affected by each round to get an easily obtainable item ready, swap
weapons and spells as well. Some weapons are quicker to weapons or drink a potion in hand. The DM may allow
bear and simpler spells are faster to cast. Note that two- other actions at his discretion.
handed weapons do not automatically lose initiative. A
character’s Dexterity adjustment still affects the die roll. Touch-range Spells
Spells that are listed with a range of touch grant the caster
a +2 bonus on their ‘to hit’ rolls in addition to the caster’s
Weapon Size/Spell Level Initiative Die Strength bonus (if any) and attack bonus (if Ascending AC
Small-size or less 1d8 is being used).
Medium/Man-size 1d6
Large 1d4 Attack Matrix (X26)
Giant or bigger 1d3 Though the quirky attack matrix is one of the charms of
Brawling, Natural B/X Dungeons & Dragons, extrapolating it out does not
1d6
Weapons, Spell-like Ability bear well for gameplay. Characters past 14th level are
Spell, 1st and 2nd Level 1d8 unbalanced in combat due to it being set up for these
Spell, 3rd and 4th Level 1d6 limited levels so they have been revised.
Spell, 5th and 6th Level 1d4
Spell, 7th Level 1d3

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Encounters D&D Companion

‘To-Hit’ Roll Matrix for All Classes (Descending Armor Class) Revised
Class/Level Number Needed to Hit Armor Class…
Fighter Level* 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
Normal Man (0-level) 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
1-2 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
3-4 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
5-6 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
7-8 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
9 - 10 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
11 - 12 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
13 - 14 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
15 - 16 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
17 - 18 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
19 - 20 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
21 - 22 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
23 - 24 2 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
25 2 2 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Thief Level** 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
1-3 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
4-6 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
7-9 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
10 - 12 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
13 - 15 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
16 - 18 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
19 - 21 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
22 - 24 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
25 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Cleric Level*** 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
1-4 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
5-8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
9 - 12 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
13 - 16 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
17 - 20 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
21 - 24 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
25 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

Magic-user Level 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
1-5 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
6 - 10 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
11 - 15 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
16 - 20 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
21 - 25 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

* Includes Dwarves, Giantkin. Halflings, Paladins and Rangers


** Includes Elves, Gnomes
*** Includes Druids

- 58 -
D&D Companion Encounters

‘To-Hit’ Roll Matrix for All Classes (Ascending Armor Class)


Fighter
‘To-Hit’ Bonus Thief Level** Cleric Level*** M-U Level Monster HD
Level*
+0 0 - - - less than 1 HD
+1 1-2 1-3 1-4 1-5 1 HD
+2 3-4 4-6 5-8 6 - 10 2 HD
+3 5-6 7-9 9 - 12 11 - 15 3 HD
+4 7-8 10 - 12 13 - 16 16 - 20 4 HD
+5 9 - 10 13 - 15 17 - 20 21 - 25 5 HD
+6 11 - 12 16 - 18 21 - 24 - 6 HD
+7 13 - 14 19 - 21 25 - 7 HD
+8 15 - 16 22 - 24 - - 8 HD
+9 17 - 18 25 - - 9 - 10 HD
+10 19 - 20 - - - 11 - 12 HD
+11 21 - 22 - - - 13 - 14 HD
+12 23 - 24 - - - 15 - 16 HD
+13 25 - - - 17 - 18 HD
+14 - - - - 19 - 20 HD
+15 - - - - 21 HD & up
* Includes Dwarves, Giantkin. Halflings, Paladins and Rangers
** Includes Elves, Gnomes
*** Includes Druids

One thing to note is for Monsters. The original charts used If the subdual damage from the attack inflicts more than
a ‘1+ to 2 HD’ style; in the revised charts the line for each half of the defender’s remaining hit points, the defender is
HD includes all HD adjustments, so for example, ‘1 HD’ stunned for 1-3 rounds; anyone who is already stunned will
includes 1, 1-1, 1-2, 1+1, 1+2, ect. be knocked unconscious by the next subdual strike attack if
they fail a saving throw vs. Death Ray; the number of turns
Brawling is equal to the number the save was failed by.
Brawling attacks are unarmed strikes (such as those
conducted with fist, foot or body), tavern mug or weapon If subdual damage brings a defender below 0 hit points
pommel strikes. Brawling attacks inflict subdual damage. there a cumulative 10% chance per point below 0 that the
Subdual damage is non-lethal. Such points are recovered damage kills the defender; otherwise he is unconscious for
at a rate of 1 hp per hour. 1-10 hours.

‘To-Hit’ Roll Matrix for Monsters (Descending Armor Class) Revised


Number Needed to Hit Armor Class…
Monster HD 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
less than 1 HD 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
1 HD 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
2 HD 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
3 HD 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
4 HD 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
5 HD 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
6 HD 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
7 HD 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
8 HD 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
9 - 10 HD 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
11 - 12 HD 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
13 - 14 HD 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
15 - 16 HD 2 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
17 - 18 HD 2 2 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
19 - 20 HD 2 2 2 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15
21 HD & up 2 2 2 2 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14

- 59 -
Encounters D&D Companion

Monster Average Strength and Dexterity


Monster Size Strength Dexterity
Tiny-size 6 14
Smaller than Man-size 8 12
Man-size 10 10
Larger than Man-size 12 8
Giant-size 14 6
Larger than Giant-size 16 4

Damage Resistance [OPTIONAL]


Fighters, Dwarves, Giantkin and Gnomes can choose make Instead of monsters being immune to all weapons the
unarmed attacks that inflict ‘real’ damage instead. monster is not vulnerable to, the DM reduces the damage
done from successful attacks by the number of HD the
Grappling monster has (ignoring any HD additions).
Grappling is a form of brawling done by one or more
combatants trying to incapacitate each other. Both For example, Shadows struck by a non-magical weapon
grapplers make opposed ‘to hit’ rolls, the higher total would deduct 2 points from the damage done, due to
subtracts the loser’s total. The loser takes 1 point of subdual Shadows only being vulnerable to magical weapons and
damage per point lost by. All ties go to the defender. having 2 HD.
Players are encouraged to be descriptive in the holds they A successful attack will always inflict at least 1 point of
use, such as the chicken-wing, noogie head locks, eye damage.
gouges, low-blows, ect. Any grappler knocked out is
considered pinned. It is common for holds to be reversed Healing Felled Companions
when the defender wins a round and places the attacker on Any first aid or cure wounds spells and effects used on a
his heels and many well-fought grappling bouts feature character at 0 hit points (or less) will heal the character to 1
many back and forth moments in the course of a match. hp if used in the same round when the character was felled.
If a defending opponent is one or more size categories
larger than the other he gains +4 to the roll; quadrupeds
Missile Fire (B25)
Firing into Melee
gain a +4 bonus; using gang tactics (aka ‘Angry Peasant
Whenever a character fires or throws a missile weapon or a
Rule’) grants a +2 bonus to the roll per each useful helper
ranged attack spell at a target already engaged in melee
(it’s easier to get more people on an ogre than a Halfling).
combat, and he doesn’t have a clear line of attack as
determined by the DM, has a chance to hit adjacent
The DM should use his common sense when determining
blocking combatants that are in his firing direction (both
the outcome of any wrestling or grappling (dragons aren’t
friend and foe, randomly determined):
easily wrestled to the ground, unlike goblins).
 If the blocking creature in melee is smaller than
target: 25% chance to hit adjacent targets (halfling
Damage (B25) fighting an orc, human or halfling fighting an ogre)
Critical Hits and Fumbles  If the blocking creature in melee is same size as
If the player rolls a natural 20 on his ‘to hit’ roll, he inflicts target: 50% chance to hit adjacent targets (halfling
extra damage. The player rolls his damage as he does fighting a goblin, human fighting an orc).
normally with all attendant adjustments and additionally
adds half of his Strength score (for melee attacks) or half
his Dexterity score (for missile attacks) to the damage roll.
Generic scores based on monster size are given on the
chart for use in critical hits.

If the player or monster rolls a natural 1 on his attack roll,


all opponents within the melee attack range of him gain an
immediate free attack. He loses any additional attacks he
has for that round.

- 60 -
D&D Companion Encounters

 If the blocking creature in melee is larger than destroy outright undead monsters.
target: 75% chance to hit adjacent targets (human
fighting a goblin). Successful turnings have a 30 foot radius centered on the
character and any creature to be affected must be able to
Other Attack Forms (X25) see the character attempting to Turn.
Grenade Attacks
Throwing grenades (holy water, flaming oil, etc) requires a A successful turning attempt affects 2-12 HD. At 4th level
missile attack with a +4 bonus when attacking creatures, or and every four additional levels beyond, the character
a successful missile attack against AC 10[10] for just hitting affects an additional 1-6 Hit Dice of undead.
a specific, open location. On a missed ‘to hit’ roll consult
the Grenade Miss Chart to see where the grenade lands. The creatures in the area of effect will be turned from the
Characters of all classes can employ grenade-like weapons. weakest to the strongest if different types are present.
Turned creatures are immediately forced to retreat up to
Grenade Miss Chart (d20) half of their movement to get outside the effect, they will
14 15 16 move as far away as possible from the Cleric and only
13 4 5 6 17 attack to defend themselves. Turning lasts for 1 turn (10
12 3 Target 7 18 minutes).
11 2 1 8 19
If the Cleric rolls double or greater the number needed to
10 9 20
Turn an undead monster, those undead are destroyed.
Two-weapon Fighting
Vicar Jana (4rd level Cleric) encounters 7 Skeletons and 3
Fighting with two weapons grants the character an extra
Ghouls. She moves to within 30 feet of them all and
attack each round over his normal number of attacks.
pronounces the evil possessing the undead to be driven off.
Allowed weapon combinations are limited to long
sword/short sword, long sword/dagger, short sword/dagger;
Her turn check is a 7 on 2d6 and her number affected is 12
short sword/short sword and dagger/dagger. Clubs, maces
HD rolled on 2d6, plus 1d6 for being 4th level.
and hand axes can be substituted for short swords.
Jana has more than doubled the score of the roll needed to
Shield bashing is done in this fashion but the attacker loses
turn the 1 HD Skeletons, so all 7 of them vaporize in holy
his AC bonus from his shield for that round since he is
light, leaving 5 HD remaining.
using it to attack and not to defend.
Only two of the Ghouls are turned, as each Ghoul has 2
Turning Undead (B8-9, X5, 7) HD. The third Ghoul is unaffected, as Jana would have
Turning is a class ability of Cleric class. Through the use of only had 1 HD of turning left and Ghouls are 2 HD; there
focusing the holy power of their faith, Clerics have the is no ‘partial’ turning.
ability to attempt to drive off or in certain circumstances

Clerics vs. Undead Table Cleric Turning Level


Undead Type 1 2 3 4 5 6 7 8-11 12-15 16-19 20-23 24-25
Crawling Horror 5 3 3 3 3 3 3 3 3 3 3 3
Skeleton 7 5 3 3 3 3 3 3 3 3 3 3
Zombie 9 7 5 3 3 3 3 3 3 3 3 3
Ghoul, Giant Skeleton 11 9 7 5 3 3 3 3 3 3 3 3
Ghast, Wight - 11 9 7 5 3 3 3 3 3 3 3
Wraith, Zombie Lord - - 11 9 7 5 3 3 3 3 3 3
Mummy - - - 11 9 7 5 3 3 3 3 3
Spectre - - - - 11 9 7 5 3 3 3 3
Sword Wraith, Vampire - - - - - 11 9 7 5 3 3 3
Dread Knight - - - - - - 11 9 7 5 3 3
Ghost - - - - - - - 11 9 7 5 3
Ancient Mummy, Spirit - - - - - - - - 11 9 7 5
Lich - - - - - - - - - 11 9 7

- 61 -
Encounters D&D Companion

Saving Throw Matrix for Demi-human Classes


Dwarf Level DR/P MW P/P BW SP
1-2 8 9 10 13 12
3-4 7 8 9 11 11
5-6 6 7 8 10 10
7-8 5 6 7 8 9
Saving Throw Matrix for Human Classes 9 - 10 4 5 6 7 8
Fighter Level DR/P MW P/P BW SP
11 - 12 3 4 5 6 7
Normal Man 14 15 16 17 18
13+ 2 3 4 4 6
1-2 12 13 14 15 16
3-4 11 12 13 14 15
5-6 10 11 12 13 14 Elf Level DR/P MW P/P BW SP

7-8 9 10 11 12 13 1-3 12 13 13 15 15
9 - 10 8 9 10 10 12 4-6 10 11 11 13 12
11 - 12 6 7 8 8 10 7-9 8 9 9 10 10
13 - 14 5 6 7 7 9
10 - 12 6 7 8 8 8
15 - 16 4 5 6 5 8
13+ 4 5 6 6 5
17 - 18 4 5 5 4 7
19+ 3 5 4 4 6
Gnome Level DR/P MW P/P BW SP
Thief Level DR/P MW P/P BW SP 1-3 8 9 10 13 12
1-3 13 14 13 16 15 4-6 6 7 8 10 9
4-6 12 13 11 14 13
7-9 4 5 6 7 6
7-9 10 11 9 12 10
10+ 3 3 4 5 4
10 - 12 8 9 7 10 8
13 - 15 7 8 6 9 7
16 - 18 6 7 5 8 6 Halfling Level DR/P MW P/P BW SP
19+ 5 6 4 7 5 1-2 8 9 10 13 12
3-4 6 7 8 10 10
Cleric/Druid
DR/P MW P/P BW SP 5-6 4 5 6 7 8
Level
1-4 11 12 14 16 15 7+ 2 3 4 4 6
5-8 9 10 12 14 12
9 - 12 6 7 9 11 9
Giantkin Level DR/P MW P/P BW SP
13 - 16 3 5 7 8 7
1-2 16 14 13 13 15
17+ 3 4 5 6 5
3-4 14 12 11 11 13

Magic-user 5-6 12 10 9 9 11
DR/P MW P/P BW SP
Level
7-8 10 8 7 7 9
1-5 13 14 13 16 15
9 - 10 8 6 5 5 7
6 - 10 11 12 11 14 12
11 - 15 8 9 8 11 8 11 - 12 6 5 4 4 5
16+ 5 6 5 7 4 13 + 4 4 3 3 4

Saving Throws (B26, X24) in helping to decide the characters’ success or failure in
The saving throw tables given in the Dungeons & Dragons resisting and surviving perils. They have been revised to
Basic and Expert rules work well for the B/X-style game. more smoothly transition for any level of game in the
Unfortunately extrapolating these tables doesn’t work well Basic-Expert-Companion range of play.
and makes all saving throws virtually automatic and self-
defeats the purpose of them - to give fate a random hand
- 62 -
D&D Companion Encounters

Mass Combat
Battling armies and leading vast numbers of troops is not a The first hit inflicted against a unit inflicts no damage. After
normal mode of game play for most characters. However, a unit has been hit once, later hits are resolved as follows:
those players that have founded baronies with their damage is inflicted by rolling once (for whatever type of
characters will raise such armies and need to defend weapon the unit is using), and multiplying the result by the
themselves or attack their enemies before they lose the number of people in the attacking unit. If a unit is attacking
advantage. a single target unit (such as a giant or a lone player
character), the damage is reduced by half.
Instead of individual characters taking actions, units of
troops are acting under the control of the PC and his If a unit has multiple melee or missile attacks all of their
army’s leaders. attack happen on their turn.

Units of Troops Keep in mind that monsters retain their abilities; a monster
For mass combats, the troops of the PC are divided into that can’t be damaged by non-magical weapons (if that
units of six individuals. All troops in the unit should be rule is in use) won’t be hurt at all by normal arrows from a
similarly outfitted. Mixed troops function at the lowest HD unit of regular long bowmen.
available and don’t use special abilities.
Hit points inflicted on a unit don’t actually kill anyone until
For the unit, add up the hit points of all the soldiers in the the unit makes a damage check (see below).
unit and treat the unit as if it is a single creature. Stronger
creatures, such as non-PC spellcasters, ogres, giants or When a unit is damaged down to half of its original hit
dragons, are individually treated as a separate unit for points and any time it is hit thereafter the unit must make a
combat purposes; PCs should not be grouped together as damage check. The check is made on 3d6. If the army is
well. being led by a PC adjust the check with his Charisma
Reaction adjustment:
Initiative Order and Combat Rounds
Combat rounds are five minutes long. At the beginning of Check Effect
the battle, roll for initiative and follow the initiative 1d4+2 of the soldiers in the unit are killed.
procedure as laid out in the Dungeons & Dragons Basic 3-5 The unit is removed from the board and any
Rules (B24) with the following additions: survivors have fled.
The unit has no casualties but loses ground
Combat Sequence by its full movement (the attackers can also
A. Each side rolls d6 for Initiative. 6-8 move up their troops by the same amount if
B. The side that wins acts first: they choose to do so). The unit is considered
1. Morale Checks if needed “broken”.
2. Movement 9 - 12 The unit remains in place but has “broken”.
3. Missile Fire Combat The unit has no casualties but loses ground
4. Magic Spells by 1/2 of its movement (the attackers can
13 - 15
5. Melee Combat also move up their troops by the same
6. Magic Item or Special Ability activation amount if they choose to do so).
C. Side with the next highest initiative score takes Morale check succeeds, and the unit remains
16+
their actions and so on, until all sides have taken in the combat normally.
their turns
D. The DM handles all surrenders, retreats, etc as
they occur. If a unit loses all its hit points, all the soldiers in the unit are
E. Repeat A through D until combat is resolved. considered dead.

Missile and Melee Combat Broken Units


When a unit makes its attack, it makes a single attack roll If a unit is “broken” it means that the unit is thrown into
against the armor class of the opposing unit; in melee confusion or fright or that they are simply so battered that
combat, the attack can only be made against a unit directly they cannot function until they rally themselves.
in front of the attacking unit. A unit of six soldiers with 1
HD each makes its attack roll as a 1 HD creature, not as a A broken unit cannot attack but after the melee phase of
6 HD creature. The same applies to any saving throws combat they may attempt to rally. A broken unit can move
needed.
- 63 -
Encounters D&D Companion

backward out of combat but cannot advance toward the


enemy.

A well-trained or experienced unit of regular troops (not


mercenaries) has a 75% chance to rally. Well-trained
mercenaries have a 50% chance to rally. Levees and militia
have a 25% chance to rally. If the unit rallies, it is no longer
considered to be “broken” and can move and attack
normally on their next turn.

Being led directly by a PC or a troop leader grants a +24%


to the chance to rally.

Modifiers
Large-scale combat depends greatly upon the terrain and
gaining superior terrain is an important part of such
combats. Fighting down a slope or from higher ground is a
major factor; perhaps the most important factor.

A unit fighting from the higher ground has a choice to


make each round; it can gain a +4 on its attack roll or it
can force all attackers to take a -4 on attack rolls against the
unit during that round.

Units fighting inside a forest are immune to missile fire


unless they are lined up at the edge using trees as cover, in
which case all enemy attacks are made at -4 (including
melee attacks — holding the edge of a tree line is an
advantage even in close combat).

Defending from behind a wall causes enemy attacks to be


made at -4. One point about this, though: a wall at the
edge of a tree line doesn’t get both modifiers from the wall
and the trees; only one -4 will be applied to enemy attacks.

Thus, if a unit is on top of a castle wall, defending against


archers firing from below, the attack against them will be
made at -8 (-4 for the higher ground, and -4 for the wall).

If a unit is flanking another unit (attacking from the side) it


gains +4 to hit.

If the unit is attacking another unit from the rear it attacks


at +4 and also inflicts double normal damage.

Movement Rule
A unit cannot turn more than 90 degrees and move in the
same round unless it is a mounted cavalry unit.

- 64 -
Part 6: Monsters
This section expands the selection of monsters, both benign Faerie Monsters
and most foul, that the intrepid party of adventurers can Faerie creatures take all types of shapes and sizes, from a
face. Some are vastly powerful while others may seem tiny flittering pixie to the towering treant. All faerie
pitiful to a group of seasoned adventurers but in low level creatures speak Faerie (their common language) and some
games offer more than ‘another group of orcs or goblins’. Sylvan, the language of the forest creatures.

An asterisk (*) behind the monster’s name indicates it is Because their genesis began in the Faerie Realm all faerie
immune to normal weapons if the standard system of creatures are immune to sleep and charm spells and effects
weapon immunity is being used. See Damage Resistance as well as the paralyzing touch of the undead.
(C58) for another option for characters facing these kinds
of foes. Faerie creatures are all capricious by nature, but some (like
the elves) have learned to suppress this in order to deal
Several monsters given here are planar in nature and fall with other races on a more permanent basis. All faerie
into the celestial, demonic or faerie groups. This is in no creatures love good song and dance, whether it is a camp
way an advocacy for any real world religious following, side tale or a grand celebration.
simply familiar names used to denote Law/Good and
Chaos/Evil. See also: Banshee, Blink Dog (X28), Dryad (X30), Elf
(B35), Gremlin, Goblyn, Nixie (X36), Pegasus (X37), Pixie
Demonic Monsters (B41), Satyr, Sprite (B43), Treant (X40), Unicorn (X41),
Demons are creatures of the Lower Planes such as Byss, Wil-o-wisp.
Nyt, Pyctis, Tarterus, Hell and the like. Care must be taken
when summoning a demon from the Lower Planes. If the Undead Monsters
summoner has not taken proper precautions beforehand Undead monsters are parodies of the living. The lowest
(usually including inscribing a thaumaturgic circle of forms are simple and animated by magic, but higher forms
protection, or pentagram) then the summoned demon can of undead are more intelligent and powerful. All undead
do as it wishes for the duration of the summoning. The are vulnerable to being ‘turned’ by Clerics.
more intelligent varieties might also be interrupted while
carrying out plots of their own. Undead all possess an immunity to sleep, charm and hold
spells and effects. Normal animals must make a Morale
All demons share some common traits: check when forced to move closer than 20 feet to an
 immunity to fire-based attacks, sleep spells and undead creature or flee the area.
effects
 immunity to non-magical weapons See also: Crawling Horror, Dread Knight, Ghoul (B35),
 suffer double damage from holy water Ghost, Lich, Mummy (X36), Risen Dead, Skeleton (B42),
 All demons of type III or greater have a 50% Spectre (X39), Spirit, Sword Wraith, Vampire (X41), Wight
chance of being able to summon type I demons, (B44), Wraith (X42), Zombie (B44).
from 4-16 in number once per day
Energy Drain [OPTIONAL]: A character struck by an
If a Cleric casts bless directly on a weapon or quiver of energy drain attack loses the number of XP given in the list
crossbow bolts they can harm a demon like a magical below per point of damage inflicted.
weapon for the spell’s duration. Weapons doused with holy
water are effective for 4-7 rounds before needing to be re- No effect takes hold of the drained character during
doused. combat unless he is drained below 0 XP, killing him
immediately. The draining creature heals 1d8 hit points
Demons killed on any plane are sent back to their plane of every time it drains an opponent.
origin and unable to leave it for 66 years unless properly
summoned (an improper summons will not work in this
regard). Demons killed on their plane of origin are Undead Type XP Drained
permanently destroyed. Spectre 1,250
Spirit 500
See also: Arachne, Baalroch, Corruptor, Demonfly, Vampire 1,000
Hellhound (X33), Hell Horse, Hissing Demon, Imp, Least Wight (roll d6) 833
Demon, Whispering Demon. Wraith 625

- 65 -
Monsters D&D Companion

Monster List from A to Z ARACHNE* (Type V Demon, Chaotic)


Armor Class: 2[18]
ANIMAL LORD (Animal, Neutral) Hit Dice: 13**** (L)
Armor Class: same as original Move: 90’(30’)
Hit Dice: original x3 (size becomes L) Attacks: claw/claw/claw/claw/bite
Move: original x2 Damage: 2-7/2-7/2-7/2-7/1+poison
Attacks: same as original No. Appearing: 1 (1-6, D)
Damage: original damage x2 Save As: Fighter 10
No. Appearing: 1 (1) Morale: 8
Save As: Fighter equal to new HD One of the most dangerous types of demon-kind is the
Morale: 12 arachne demon. Creatures with bloated, four-legged
Every animal has a prime member, or perfect example of spider-like bodies, where their heads should be a four-
the species. Animal lords are the physical representation of armed humanoid torso sprouts upwards, topped by a
this perfection of the animal species. All are highly fearsome spider-like head. They have the ability to shoot a
intelligent and can communicate with other creatures of its web 2/day similar to the web spell.
kind as well as speak common. The animal lords work with
Druids and each has the ability to cast 1 Druid spell of When spells and spell-like effects are used against an
levels 1-4 each day. When an animal lord dies, the prime arachne there is only a 15% chance per spell level of it
spirit finds another candidate to inhabit so that short of succeeding. Spells that fail don’t affect the arachne (but can
extinction, every species has an animal lord. still affect others if an area effect).

ANKHEG (Insect, Neutral) In combat they will claw at their victim with wild abandon
Armor Class: 2[18], belly 5[15] and their bite possesses a toxic venom (-2 to saving throws
Hit Dice: 3* to 6* (L) vs Poison) that inflicts paralysis for 1-6 turns. When moving
Move: 120’(40’)/90’(30’) burrow they can climb up walls and across ceilings like a spider.
Attacks: bite attack
Damage: 3-18 ASARLAI* (Humanoid, Neutral)
No. Appearing: 2-6 (3-9, C) Armor Class: 7[13]
Save As: Fighter 1 to 3 Hit Dice: 2+1* (M)
Morale: 9 Move: 120’(40’)
Ankhegs are large insects, 8 to 12 feet long that resemble a Attacks: claw/claw/bite or weapon
grasshopper/praying mantis crossbreed with vicious Damage: 1-3/1-3/1 or 1-6
mandibles. They burrow through the earth and stone, often No. Appearing: 2-12, V (5-30, B)
in farmlands or grasslands as well as in caverns. They love Save As: Fighter 2
the taste of cow and pig so rural farms on the edges of Morale: 7
civilized lands are prone to becoming hunting grounds for Asarlai were once humans but come from a bloodline
ankhegs. infected with were-ism (also called lycanthropy). After
generations, the bloodline weakens and the asarlai were
If hard pressed once per day an ankheg can squirt digestive left with a limited ability to take on a hybrid form of their
acids in a 20 foot cone for 5d6 points of damage (saving ancestral animal. Once the asarlai reaches adulthood he
throw vs Breath for half damage) but this is a defense not can control his transformation. Though they have
used in normal hunting. animalistic traits, asarlai are advanced smiths, sailors,
miners and traders. Major cities may have an enclave or
guild of asarlai tradesmen (without the locals ever knowing)
that has a firm and profitable grip on local trade. Because
of their were-creature heritage asarlai take half damage
from non-silver weapons.

Enclaves of more than 20 members are led by an elder of


4-7 HD that gains a +1 damage bonus and 1-4 Clerics of
2-7 spellcasting levels as well.

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D&D Companion Monsters

BANSHEE* (Faerie, Chaotic)


Armor Class: 2[18]
Hit Dice: 7** (M)
Move: 60’(20’)
Attacks: claw/claw or shriek
Damage: 1-8/1-8 or special
No. Appearing: 1 (1, D)
Save As: Fighter 7
Morale: 12
BAALROCH* (Type VI Demon, Chaotic) Banshee are horrid, twisted faerie creatures that live in
Armor Class: 2[18] swamps and other desolate places that were once fertile but
Hit Dice: 18**** (L) were damaged by magic. Banshee look like gaunt female
Move: 90’(30’)/150’(50’) fly elves with long, stringy hair and glowing yellow eyes. They
Attacks: sword/sword/whip often wear hooded cloaks and can be heard singing a
Damage: 3-14/3-14/1-2 haunting melody from a distance.
No. Appearing: 1 (1, D)
Save As: Fighter 9 They have the ability to create a soul-rending shriek (once
Morale: 11 per day). All within 60 feet who hear the discordant sound
These powerful demons somewhat resemble large must make a saving throw vs. Death Ray or die on the
minotaurs with great, spreading bat-wings; they burn with spot. They are immune to any weapon not made of wood
the fires of hell and are wreathed in an aura of flame. from their cursed region.

When spells and spell-like effects are used against a They can travel over water and other terrain as if it were
baalroch there is only a 15% chance per spell level of it land, but crossing running water causes it to lose its
succeeding. Spells that fail don’t affect the baalroch (but immunity to non-wooden weapons for 3d6 hours.
can still affect others if an area effect).
They cannot move more than 666 feet from the place they
In combat, a baalroch uses a whip and sword; the whip can suffered their transformation or lose 1 hit point per round
be used to reach up to 15 feet distant and on a successful until they return.
hit the victim is pulled close to the baalroch and burned by
the fires of the demon’s body (3-18 hit points). Melee BEETLE, GIANT (Insect, Neutral)
attackers not using weapons capable of reaching will take Spitting Stag
this damage as well. Armor Class: 4[16] 2[18]
Hit Dice: 1+1 (M) 3+1 (M)
A baalroch could be forced or tricked into the service of a Move: 90’(30’) 90’(30’)
powerful wizard, but the risk would be immense. Attacks: bite or spit bite/gore
Damage: 1-4 or 1-4 1-6/2-8
BADGER, GIANT (Animal, Neutral) No. Appearing: 1-8 (2-12) 1-8 (2-12, U)
Armor Class: 8[12] Save As: Fighter 1 Fighter 1
Hit Dice: 3 (M) Morale: 7 9
Move: 60’(20’) Spitting beetles have a distinctive green pattern on their
Attacks: claw/claw/bite shells. In combat they have a 33% chance of spitting on
Damage: 1-3/1-3/1-4 their opponent. Until the spittle is washed off or 6-24 hours
No. Appearing: 1-4 (1-8, C) have passed, wandering monsters have double the normal
Save As: Fighter 1 chances of being attracted to the stench.
Morale: 8 (10)
These predators are the size of an average full-grown Stag beetles are aggressive insects with a single, curved
human, and quite aggressive when defending their lairs horn above their pinchers. They attack on sight to defend
and young (+2 to morale score). They can normally be their lairs.
found in forests and underground in caverns.

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Monsters D&D Companion

BROWN MOLD (Mold/Slime, Neutral) breaks the surface, resembling the dorsal fin of a shark (this
Armor Class: can always be hit has earned them the name ‘landshark’) then leaping from
Hit Dice: 1 per 5’ of area the ground with frightening agility. Some of a bulette’s
Move: Nil favorite diet is horse flesh and elf. While underground,
Attacks: spores bulettes use tremor-sense to track moving prey in a 200
Damage: 1-6 foot radius.
No. Appearing: 1 (1, U)
Save As: Normal Man BURROWER (Monster, Chaotic)
Morale: Nil Armor Class: 5[15]
Located hidden away in underground places, brown molds Hit Dice: 8+4*** (M)
grow in areas of constant warmth, but not sunlight. The Move: 90’(30’)
area a brown mold inhabits feels slightly more chilled than Attacks: 4 tentacles or psychic ability
normal. They are immune to damage from fire and most Damage: 1d4+1 each or special
physical attacks, but suffer double damage from cold and No. Appearing: 3-5 (9-14, C)
are instantly killed by sunlight and cure disease. Brown Save As: Magic-user 8
mold is powerless to affect those in the area of a light or Morale: 8
continual light spell. Burrowers are thin, tall humanoids that usually tower an
impressive 7 feet. They have a light purplish skin tone
Brown molds sense heat. When a creature comes within 10 tinged with a sickly green. They seem frail looking but their
feet of a patch of brown mold it releases spores. Characters 4-tentacled squid-like head makes them look fearsome.
in the area of effect must succeed at a saving throw vs. While not physically impressive, they have earned
Poison each round or suffer 1-6 points of cold damage. For nicknames like ‘illithid’ and ‘mind-flayer’.
every 12 hit points drained by the spores, brown mold
grows by 5 feet. Those killed by brown mold spores will Highly intelligent, burrowers have the ability to project
erupt with brown mold in 2-5 days. mental attacks at their victims. They are capable making a
psychic blast once each day that affects a 60 foot cone.
BULETTE (Beast, Neutral) Victims in the cone take 4-24 points of psychic damage
Armor Class: -1[21] and are stunned for 1-6 rounds, half if they succeed at a
Hit Dice: 9* (L) saving throw vs. Spells and not stunned. They may create
Move: 150’(50’) / 90’(30’) burrow other effects that function similarly to teleportation, mental
Attacks: claw/claw/bite and utility spells of 1st - 2nd level, such as levitate, charm
Damage: 2-12/2-12/3-30 person, suggestion and command up to 8 times per day
No. Appearing: 1-2, V (1-4, C) total. Magic protections do not protect against psychic
Save As: Fighter 4 powers.
Morale: 10
The bulette is a large monstrosity that resembles an armor The fearsome attack of a burrower is its tentacles. If at least
plated armadillo with the burrowing speed of a gopher and 2 hit the same target the burrower has latched on and will
reflexes of a great cat. They have wide, shark-like maws, start sucking the brain from its victim. Each tentacle can be
razor-sharp claws and usually employ simple tactics like removed with a successful Strength check at the rate of 1
circling prey near the surface so that their back armor per round. Each tentacle latched on drains 1 point of
Intelligence per round. Characters drained to Intelligence 0
are dead, brainless bodies and discarded.

CAECILIA (Lowlife, Neutral)


Armor Class: 6[14]
Hit Dice: 6* (L)
Move: 60’(20’) burrow
Attacks: bite
Damage: 2-12
No. Appearing: 1, V (1-4, C)
Save As: Fighter 3
Morale: 8
Caecilia are large, grey worm-like creatures up to 20 feet
long able to breathe air or water and burrow through solid
stone as easily as they swim.

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D&D Companion Monsters

On a natural ‘to hit’ roll of 19 or 20 (assuming the monster Chaos beasts come from the Realm Beyond and are
can hit his victim) the victim is swallowed whole, thereafter usually serving a cult or mad summoner. They can be
taking 2-8 points of acid damage from the monster’s gullet encountered in the Ethereal as well either singly or doubly.
each round until the victim or monster is dead. Attacks can
be made from inside the monster with a small weapon such Any creature hit by a chaos beast claw attack must make a
as a dagger, but at a -4 penalty on the ‘to hit’ roll. saving throw vs. Spells. Failure indicates the victim
becomes insubstantial at random moments, shifting
CELESTIAL* (Celestial, Lawful) between the Prime plane and the Ethereal plane. Chaos
Armor Class: 0[20] beasts inhabit both planes at once when not in the Realm
Hit Dice: 5**** to 8**** (L) Beyond and have no issues attacking a lone victim while
Move: 120’(40’)/fly 150’(50’) his party fights desperately from the Prime. Due to their
Attacks: 2 flaming sword or spear dual natures they are immune to non-magical weapons.
Damage: 1-10/1-10, +2 fire or electricity
No. Appearing: 1 (1-2) Of special note, any living creature viewing a chaos beast
Save As: Fighter 5 to 8 with true seeing or similar magical ability must succeed at a
Morale: 10 saving throw vs. Spells or be struck insane for a period of
Celestials are the servants of Higher Powers, similarly to days equal to the number the save was failed by. On a
how Demons serve the Demon Princes. They war with successful save the viewer is struck with blindness and fear
demonic forces throughout the planes. for 1 turn.

Celestials have the ability to change their appearance at CHOKER (Monstrous, Chaotic)
will and always resemble the most perfect specimen of Armor Class: 3[17]
whatever race they choose to appear as. They all possess Hit Dice: 3* (S)
golden, feathered wings in any form they take and their Move: 60’(20’)
heads are surrounded by a nimbus of golden light. Attacks: 2 claws
Damage: 3-6 + constriction
When spells and spell-like effects are used against a No. Appearing: 1-2 (1-4, C)
celestial there is only a 10% chance per spell level of it Save As: Fighter 3
succeeding. Spells that fail are don’t affect the celestial (but Morale: 6
can still affect others if an area effect). These creatures were once a clan of dwarves cursed for
their greed by a nameless deity long ago. The have the
In combat celestials all possess either a flaming sword or body of a dwarf with mottled light brown skin, but an oddly
lightning spear, both are also considered to be holy fluid gate. Their limbs are actually tentacles that can reach
weapons as well. Celestials possess an aura that extends to up to 10 feet with cartilage joints and each ends in a 4-
10 feet and any evil other-planar creature or Anti-clerics fingered appendage spiked with tiny hooks. Chokers can
within suffer a -2 penalty ‘to hit’ until they leave its area, climb as fast as they can walk
while good creatures within are under the effects of a bless
spell. Celestials suffer double damage from unholy water In combat a choker prefers to attack from a hidden position
and are immune to normal weapons. with surprise (+1 bonus on surprise checks). Once a
choker hits it is considered latched on and inflicts damage
CHAOS BEAST* (Planar, Chaotic) each round until its limb suffers 10 points of damage (not
Armor Class: 4[16] considered in the monster’s hp total).
Hit Dice: 8**** (L)
Move: 60’(20’) CORRUPTOR* (Type II Demon, Chaotic)
Attacks: 2 claws Armor Class: 3[16]
Damage: 3-5 + instability Hit Dice: 4** (S)
No. Appearing: 1-2 (1) Move: 90’(30’) / 150’(50’) fly
Save As: Magic-user 8 Attacks: claw/claw or dark blast
Morale: 10 Damage: 1-4/1-4 or 2-12
These creatures look like 10’-15’ diameter roiling clouds. No. Appearing: 1 (1, U+V)
Mysterious shadows and split-second views of masses of Save As: Fighter 3
tentacles and other unidentifiable things in the mist are Morale: 8
normal when viewing these monstrosities. Corruptors are a type of demon that subtly infect mortals
with their evil ways. Corruptor demons are those that
respond to a mortal’s plea to darker powers for aid. Drawn

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Monsters D&D Companion

in by their greed or selfish needs, corruptor demons They usually lurk near cavern roofs or crevasses and wait
tantalize mortals with promises and grant small tidbits of for prey to pass underneath. If needed they can pass for
success, leaving them wanting more until the mortal has small stalagmites or stalactites, using their membranes to
nothing left but his soul to bargain with. cover themselves (10% chance to notice something ‘odd’
for non-dwarves if searching).
Corrupter demons appear as small-size, red-skinned ogres
with jutting fangs and scaly wings. Corrupter demons Darkmantles drop silently on their prey from above and
disdain combat, but when cornered they can fire a blast of usually with surprise (+2 bonus). If they hit they have
dark energy up to 50 feet. successfully landed on the victim’s head and will constrict
around the victim’s throat with their tentacles while
When spells and spell-like effects are used against a blinding it with their body covering the head.
corruptor there is only a 5% chance per spell level of it
succeeding. Spells that fail don’t affect the corruptor (but Darkmantles ‘see’ similarly to how bats hunt, through an
can still affect others if an area effect). advanced form of echolocation. Most adventurers mistake
the reddish eye-looking sensors ringing the creature’s body
Their most fearsome ability is that of possession - they can for eyes, when they are in reality sensors that the creature
possess any mortal they have struck a soul bargain with can hear soundwaves with.
and that have already damned their soul the Lower Planes
for eternity and use their body to complete a specific task. DEMOGORSTROTO (Humanoid, Chaotic)
Armor Class: 6[14]
CRAWLING HORROR (Undead, Chaotic) Hit Dice: 5* (L)
Head Foot/Hand Move: 90’(30’) / 150’(50’) brachiating
Armor Class: 8[12] 7[13] Attacks: tentacle/tentacle/bite/bite
Hit Dice: 1d6 (S) 1d4 (S) Damage: 3-10/3-10/1-8/1-8
Move: 90’(30’) 120’(40’) No. Appearing: 1-6, U (3-8, A)
Attacks: bite claw or kick Save As: Fighter 5
Damage: 1-4 1-3 Morale: 11
No. Appearing: 3-12 (4-32) 4-16 (4-40) The two-headed Prince of Demons has created many
Save As: Fighter 1 Fighter 1 servant creatures, both demonic and mortal. The
Morale: 12 12 demogorstroto are one creation not demonic in nature, but
Crawling horrors are the severed appendages of a human nevertheless dangerous. Like their creator the
or humanoid creature, animated through the use of demogorstroto possess the body of a great ape, but with 2
necromantic arts. They crawl, hop and roll along to their heads and powerful tentacles for arms. These demonic
victims and inflict light damage, but their true danger lies in servants are intelligent but individuals have a 10% chance
their numbers and the fact that they gain a +1 bonus to to possess distinct personalities like their master.
surprise opponents due to their size.
They are created for the sole purpose of destruction and in
Crawling horrors can be made with the animate dead spell, any group of 10 or more 1 will be an Anti-cleric of
with double the amount of being animated by the caster. Demogorgon of levels 2-5. It is whispered in dark circles
Crawling horrors count as 1/2 HD Skeletons when Turned that the demogorstroto Anti-clerics of 5th level know a
by a Cleric. ritual to turn white apes into one of their kind.

DARKMANTLE (Beast, Neutral) DEMONFLY (Lesser Demon, Chaotic)


Armor Class: 6[14] Armor Class: 6[14]
Hit Dice: 1* (S) Hit Dice: 1d4 hp* (M)
Move: 60’(20’) / 90’(30’) clumsy fly Move: 15’(5’) / 180’(60’) fly
Attacks: constrict Attacks: bite
Damage: 5-8 Damage: 1
No. Appearing: 3-9 (6-15, C) No. Appearing: 3-12 (10-60, A)
Save As: Fighter 1 Save As: Fighter 1
Morale: 9 Morale: 8
Darkmantles are small creatures that resemble an octopus Demonflies are demonic pests, usually summoned by low-
with stony-looking skin and membranes or skin flaps that level spellcasters by accident or sent by means of a magical
connect most of its tentacles, giving it the ability to glide or curse to plague a person or place. A demonfly looks like a
fly short distances.

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D&D Companion Monsters

large (3 feet long) black and red mottled fly, but with sharp out so the doom orb can mop up the remains and collect
teeth. the valuables of them all for itself.

The doom orb disdains physical combat, preferring to use


its powers to keep itself safe from harm. In combat, doom
orbs have several powers - one eyestalk performs cause
wounds (single target, 30’ range, 2-12 damage, save vs
Wands for half), one eyestalk has the ability to charm
monster (save vs. Spells negates) and the third eyestalk has
the ability to create illusions equal to spectral forces,
shadow monsters I and shadow magic I.

DRAGON (B33, Dragon, Any)


Dragons are lizard-like quadrupeds with scaly wings and
DOG (Animal, Neutral) are highly magical in nature. Dragons are one of the few
Guard War primordial races that seemed to find existence at the
Armor Class: 9[11] 9[11] moment of creation; every race, no matter how ancient
Hit Dice: 1+2 (M) 2+4 (M) seems to have stories and tales of their destructive power,
Move: 180’(60’) 180’(60’) both physical and magical.
Attacks: bite bite
Damage: 1-4 1-6 Dragons are immune sleep, charm and hold/paralysis spells
No. Appearing: 1-6 (1-6) 1-6 (1-6) and effects and can see through illusions that are equal to a
Save As: Fighter 1 Fighter 1 spell level of 1/3 their age category or less.
Morale: 11 11
These dogs are trained for obedience and aggression. They Power Groupings: Dragons of all kinds are grouped into 4
can be found alongside guardsmen and adventurers (as ‘power levels’ based on their Hit Dice: Weak, Average,
well as more advanced humanoid tribes). They can be Powerful and Mythic. These power levels never change in a
trained to wear barding as well – both can wear leather and dragon’s lifetime unless by extraordinary means.
chain, war dogs can wear banded.
Dragons in the Weak category possess a 25% chance to
Guard dogs are all about incapacitating their opponents. In cast spells if they can talk and function at 1/3 their caster
combat on a successful hit their opponents must make a level; those in the Average category have a 50% chance of
Saving Throw vs Paralysis or be knocked down (Large-size spellcasting if they can speak and function at 1/2 their
opponents or smaller). caster level; those dragons of Strong and Mythic categories
always cast spells at their full caster level if they can speak.
War dogs are all about defeat by damage. Once a war dog
strikes an opponent, it will ‘lock on’ and continue to worry Dragon Size: The size of a dragon is roughly 4 feet in
its victim like a bone, inflicting its damage each round length per age category (25% is the neck/head, 50% body
automatically unless removed or killed. size and 25% tail length).

DOOM ORB (Monster, Chaotic)


Armor Class: 3[17]
Hit Dice: 6+6*** (M)
Move: 90’(30’) flight
Attacks: claw/bite/eyeray x3
Damage: 1-4/2-12/special
No. Appearing: 1-2, U (1-2, A)
Save As: Magic-user 11
Morale: 7
Doom orbs are strange-looking, spherical creatures about
the size of a man with a large fanged maw in the center of
its body, a clawed arm hanging from the ‘bottom’ of its
body and 3 eyestalks. Doom orbs are greedy and selfish.
When moving into an area with strong competition they
will manipulate factions or enemies into wiping each other

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Monsters D&D Companion

Dragon Traits by Age: Though early in their lives they live additional dragons, more unpredictable whose alignment
by animal-like instincts, after about the first century they can be anything have been encountered:
begin to develop their high intelligence and their own
personality and quirks as well.  Desert Dragons (also known as Sand Dragons)
make their homes in the hottest deserts and
Do not roll hit points for dragons as normal. Instead, badlands, their scales and coloration being a dull
determine the age category, (or roll 1d12 to randomly tan and a brown underbelly. Desert Dragons
determine age category) to determine the dragon’s breathe a line of charged lightning.
characteristics on the Dragon Age Table.  Forest Dragons (also known as Swamp Dragons)
prefer the deep forests and swamps. Because of
To simulate the growing power of a dragon as it ages, the confusion between their terrain preferences,
dragons gain a bonus to their physical attack damage equal other races tend to think of Forest and Swamp
to their age category. Dragons as separate breeds even though they are
not. Their scales are colored in a mottled dark
Dragons of Adult age and older possess an aura of terror green and brown and they have a black
that extends to a 20 foot radius around them when they underbelly. Forest Dragons breathe a cloud of
enter combat. Characters within the radius must succeed at caustic gas.
a saving throw vs Paralysis with the noted adjustment or  Mountain Dragons (also known as Flame Dragons)
they flee in terror for 1d6 turns. inhabit the slopes and caverns of mountain ranges.
Their scales are a dull reddish-brown in color, with
Dragons hatchlings have a 30% chance of speech a tan underbelly. Mountain Dragons breathe a
capability, knowing 7-10 languages (understanding them, cone of searing flames.
most likely not able to speak them). If they cannot speak,  Sea Dragons resemble sea serpents more than
when a dragon reaches a new age category he gains a dragons, but retain fin-like wings and move with a
reroll with a 30% chance + his age category x3 up until slithering motion aided by their short fin-legs. In
they become Adult. Dragons that can speak have a the water, Sea Dragons move as quickly as they
humanoid form they can polymorph into; other dragons can fly. Sea dragons breathe a scalding cone of
that cannot are more feral in nature and hunt more steam.
animalistic than more intelligent dragons. Speaking  Shadow Dragons come from the Plane of Shades
dragons cast spells as Magic-users or Druids equal to their and are twilight grey in color with black
Age Category. underbellies. They can shift back to the Plane of
Shades (as Ethereal Dragons back to the Ethereal)
When generating a dragon’s treasure add the dragon’s age at will. The breath weapon of a Shadow Dragon is
category to the percentage chance to determine if there are a frigid cloud of strength-sapping cold inflicting 1
any magical items present. point of temporary Strength and Constitution
damage per 2 dice (a successful saving throw for
Some people assume all dragons are tied to the law/chaos half damage reduces the drain by half as well).
spectrum and are either metallic or chromatic, but  Tundra Dragons (also known as Ice Dragons) live

Dragon Age Table


Age Category HP/HD Breath Weapon Damage Bonus Fear Aura Save
1) Hatchling (1-5 yrs, 4 ft, S) 1-4 Nil +1 Nil
2) Very Young (6-25 yrs, 8 ft, M) 1-4 1-3 / HD +2 Nil
3) Young (26-50 yrs, 12 ft, L) 1-6 1-4 / HD +3 Nil
4) Young Adult (51-100 yrs, 16 ft, L) 1-6 1-4 / HD +4 Nil
5) Adult (101-200 yrs, 20 ft, G) 1-8 1-6 / HD +5 Normal
6) Old (201-400 yrs, 24 ft, G) 1-8 1-6 / HD +6 -1
7) Very Old (401-800 yrs, 28 ft, G) 1-10 1-8 / HD +7 -1
8) Venerable (801-1,600 yrs, 32 ft, C) 1-10 1-8 / HD +8 -2
9) Ancient (1,601-3,200 yrs, 36 ft, C) 1-12 1-10 / HD +9 -2
10) Very Ancient (3,201-6,400 yrs 40 ft, C) 1-12 1-10 / HD +10 -3
11) Paragon (6,401-12,800 yrs, 44 ft, C) 1-12 1-12 / HD +11 -3
12) Primordial (12,801+ yrs, 48 ft, C) 1-12 1-12 / HD +12 -4

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D&D Companion Monsters

Dragons
Weak Average Powerful Mythic
Armor Class: 3[17] 0[20] -3[23] -6[26]
Hit Dice: 6** to 9*** 10*** to 13*** 14*** to 17**** 18***** to 21******
90’(30’) 120’(40’) 150’(50’) 180’(60’)
Move: 150’(50’) fly 180’(60’) fly 210’(70’) 240’(80’)
Attacks: claw/claw/bite claw/claw/bite claw/claw/bite/tailslap claw/claw/bite/tailslap
Damage: 1-4/1-4/2-16 1-6/1-6/2-20 1-8/1-8/3-24/1-6 1-10/1-10/3-30/1-8
No. Appearing: 1-4 (1-4, H) 1-3 (1-3, H+I) 1-2 (1-2, E+H+I) 1 (1, E+H+I+O)
Save As: Fighter 6 to 9 Fighter 10 to 13 Fighter 14 to 17 Fighter 18 to 21
Morale: 8 9 10 11

in the most extreme locations, making their homes Fighters dedicated to a


in hollowed out ice caverns in the frozen tundra Deity are rare enough
and glacial rivers high in mountainous regions. that when one turns from
Their scales are snow white, with the sheen of ice his Deity, his Deity takes
covering them. Ice Dragons breathe a cone of notice. Low level Fighters
freezing cold and buffeting ice. are given sufficient
 Undead Dragons are those that have undergone a leeway but after a
process similar to a lich. They can be of any type Fighter’s deeds become
and are always venerable or older. In addition to part of his church’s
the base dragon’s normal immunities, Undead lessons and he becomes a
Dragons are immune to fire, cold, and energy shining example of his
draining. They look like the base dragon type, but faith, transgressions can
have rotten bodies and a foul stench. Undead have severe
Dragons breathe a cone of death energy that consequences. The
automatically raises any who die to its effect as a greatest is turning away
zombie under the dragon’s control. from one’s faith in a
crucial moment. For breaking this vow the unfortunate
Breath Weapons: All dragons have a breath weapon of Fighter is laid with a Curse of the Forsaken - on his death
some kind, which can be used three times in a day. The he will be denied the peace of an afterlife, bound in his
DM chooses when a dragon will use the breath weapon, or body to roam the mortal realm - in effect becoming a
may roll a 33% chance (1-2 in 6) in any given round. powerful undead.
Damage inflicted by a dragon’s breath weapon is indicated
under the age category. Characters are allowed a saving No matter what type of armor a Dread Knight wears, it
throw vs. Breath to resist half the damage of dragon appears tarnished and worn, his holy symbol blackened
breath. Dragons are immune to their own breath weapon and twisted. If the Knight’s features can be seen he appears
damage type. much as in life, but with leathery, mummified-looking skin
and a hollow voice. His eyes glow with a feral red to sickly
Dragon Size Cloud Cone Line orange color.
Small 15 ft x 5 ft 15 ft 15 ft In combat, Dread Knights are devastating melee
opponents. In addition to their martial abilities, they
Man-size 25 ft x 15 ft 25 ft 30 ft
produce an aura of blight 10 ft radius that inflicts a -2
Large 40 ft x 15 ft 40 ft 60 ft penalty on all enemies’ to hit rolls and saving throws, their
Giant/Colossal 60 ft x 25 ft 80 ft 120 ft touch inflicts 3-10 points of damage from their undeath
energies and 3 times per day they can use in any
DREAD KNIGHT* (Undead, Chaotic) combination spiritual weapon (2-9 damage), consecrate*
Armor Class: 0[20] and finger of death (at 9th level Clerical ability) as a spell-
Hit Dice: 9+9*** (M) like power. Once per week they may perform a word of
Move: 90’(30’) recall as well. Lastly, Dread Knights can command undead
Attacks: weapon x2 as a 9th level Anti-cleric and cast spells as a 3rd level Anti-
Damage: 3-12/3-12 cleric.
No. Appearing: 1 (1, A)
Save As: Fighter 9
Morale: 11
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Monsters D&D Companion

DWARF, AZER (Humanoid, Neutral) as well. Sometimes Amalgamate Elementals are also
Armor Class: 4[16] referred to as Para-elementals.
Hit Dice: 2+1* (S)
Move: 90’(30’) Elementals of either type can have the general form of any
Attacks: weapon creature - there are elemental versions of normal animals
Damage: 1-6, +1 point of fire and creatures, but they conform to the general elemental
No. Appearing: 1-6 (3-24, B) statistics. The most common form summoned by magic is
Save As: Fighter 2 the humanoid elemental - they are generally the most
Morale: 9 intelligent and easiest to deal with.
An offshoot of the dwarven race, some say the Azer were
an elder race of Dwarves that were closer to the spark that When summoned Elementals never check for morale; on
was the lifeblood of their forges. Azer are similar to dwarves their home plane they possess a morale score of 10.
in size and build, with bronze colored skin and dull orange
flames for hair and beards. They live primarily on the Plane Ice Elemental: Ice amalgamate elementals resemble giant
of Fire and in places where it is exceptionally hot. humanoids of translucent, shimmery ice. Combined of
water and air elements, the ice elemental is surrounded
The touch of an azer or azer-forged weapon does an with a swirling, bitter cold wind to a 10 foot radius that
additional point of fire damage and they in turn are treated causes any who enter it to suffer cold damage each round.
as if naturally under the effect of a resist fire spell. Like air elementals, they can form a small, ice-choked
whirlwind with a diameter of 2 feet per Hit Die, hurling any
In a Clan holding of azer dwarves, a leader of 3-8 HD can creature of 1 HD or less for great distances (and most
be found that gets a +2 bonus on damage rolls and each certainly killing them). These elemental whirlwinds are
community also possesses a 35% chance of 2-5 Clerics approximately 3 feet in height per hit die as well. Once
with 2-7 levels of casting ability. each day, they can create an ice storm with a 20 foot
radius around them that inflicts 4-24 points of cold damage
plus the elemental’s HD (Saving Throw vs Breath for half
ELEMENTAL* (X31, Elemental, Neutral) damage).
Elementals are living manifestations of the basic forms of
matter; earth, air, fire, and water. They are usually Magma Elemental: Magma amalgamate elementals
summoned from their native planes of existence to do the resemble the hulking, stony earth elemental but possess the
bidding of a powerful wizard. These beings can also be liquid fire of magma just beneath their stony skin. Any
‘bound’ within objects or structures to give the objects character within 10 feet can feel the heat emitted by these
magical properties. Most elementals are barely intelligent at creatures and suffer damage each round they remain near
all, but they are as powerful as the forces of nature that the creature. Like an earth elemental, they inflict and
they actually are. See Elemental (X31) for more details. additional 1d6 points of damage to opponents standing on
earth or stone. In addition, when they make a successful
Amalgamate elementals are similar to elementals, but attack, flammable materials may ignite on the victim struck.
instead of being primarily composed of a singular When used against stone structures, they breach walls in
elemental energy, they are a mixture of two elements. Ice, half the time an earth elemental takes.
Magma, Ooze and Smoke elementals are Amalgamate
Elementals. Amalgamate elementals can be summoned in Ooze Elemental: Ooze amalgamate elementals resemble a
the same way as the more common elementals (at the humanoid blob made of a muddy consistency. Any
DM’s discretion). The rules for standard elementals apply character struck by these creatures on a natural attack roll 4

Elemental, Amalgamate*
Ice Magma Ooze Smoke
Armor Class: Staff 2[18]; Device 0[20]; Conjured -2[22]
Hit Dice: Staff 8**; Device 12**; Conjured 16** (L)
90’(30’) 90’(30’)
Move: 180’(60’) swim 180’(60’) earth glide 150’(50’) 240’(80’) fly
Attacks: claw or special pummel or special tendrils or special claw or special
Damage: Staff 1-8; Device 2-18; Conjured 3-24
No. Appearing: 1 (1) 1 (1) 1 (1) 1 (1)
Save As: Staff Fighter 8; Device Fighter 12; Conjured Fighter 16
Morale: 10 10 10 10

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D&D Companion Monsters

or more than needed are engulfed and suffer 1d6 points of Trappers are much like lurkers but they lie on the rough
damage each round they remain in the creature from floors of caverns and ‘wrap up’ their victims.
suffocation. Breaking free requires the character to roll
under their Strength score on 5d6. Only a maximum of 1 Mimics are an advanced form of fatal lurks that can change
man or small-size creature can be engulphed by a man-size into a couple of different objects, Most common are chests,
elemental; 1 large, 2 man or 4 small-size creatures by a wardrobes or other closable objects. They are hard to
large elemental and 1 large, 4 man or 8 small-size creatures detect and gain surprise (+2) if unnoticed. When a victim
by a giant elemental. Like an earth and water elemental, opens the mimic it strikes, snapping shut on any
they inflict and additional 1-6 points of damage to appendages stuck within (Dodge saving throw to avoid if
opponents standing on earth, stone or in water. When used not surprised). Mimics can extend a sticky pseudopod to
against structures or ships, they breach walls and sink ships strike victims as well. Victims struck must succeed at a
in half the time earth and water elementals take. strength check on 4d6 or be drawn to the mouth and bitten
every round until freed. Rumors about of mimics that
Smoke Elemental: Smoke amalgamate elementals emulate larger objects and one large as a small house
resemble a smoky humanoid with flickers of flames within exists, but none have been confirmed.
its form. Any character struck by these creatures must make
a saving throw vs Paralysis or be blinded by the smoke for Piercers are fatal lurkers that populate large caverns and
1-4 rounds. Like a fire elemental, they ignite flammable other open underground places. When prey passes under a
materials on an opponent struck. Smoke elementals can piercer they drop from their position and attempt to lance
form a small, smoke-choked whirlwind with a diameter of 2 their target. Victims failing a saving throw vs Paralysis are
feet per Hit Die, hurling any creature of 1 HD or less for run through and knocked down. If a piercer is successful it
great distances (and most certainly killing them). These secretes an enzyme that breaks down flesh, inflicting 1-6
elemental whirlwinds are approximately 3 feet in height per points of damage per round. On the ground, piercers will
hit die as well. climb the nearest wall to get high so it can drop again. Until
then they fight with a pseudopod that inflicts 1-4 points of
FATAL LURK (Monster, Neutral) damage.
Most lurks are small predators that impersonate other
creatures. Normally not deadly under normal
circumstances, it is known through the sparse records
recovered that these creatures were experiments in some
lost and forgotten age. At some point specimens escaped
and evolved into the common forms known today.

Lurkers are wide and very flat creatures that cover ceilings
in caverns. The top of their bodies resemble rough stone,
making them hard to spot, while the bottom is covered in
tiny legs that anchor it and can be used to grab victims.
When prey passes under it, the lurker drops onto it and
attempts to constrict its victim. If lurkers gain a +2 bonus
on surprise checks if not found before attacking. The
lurker’s initial attack gains a +2 bonus on the ‘to hit’ roll.
When a lurker hits, it attempts to wrap its victim (+4 bonus
to the wrestling check). Once successful it will wrap the
victim up and crush for 2-16 points of damage per round.
Fatal Lurks
Lurker Mimic Piercer Trapper
Armor Class: 2[18] 4[16] 0[20] 2[18]
Hit Dice: 8* (L) 4** (M) 1+1* to 4+4* (M) 8* (L)
Move: 60’(20’) 90’(30’) 30’(10’) 90’(30’)
Attacks: slam pseudopod/bite pseudopod slam
Damage: 2-12 1-6/1-8 1-6 2-8
No. Appearing: 1-2, U (1-4, E) 1-2, U (2-8, C) 2-6, U (3-24, C) 1-2, U (1-4, E)
Save As: Fighter 8 Fighter 4 Fighter 1 to 4 Fighter 8
Morale: 10 7 7 9

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Monsters D&D Companion

FEN-WALKER (Monster, Chaotic)  Morningstar, heavy crossbow, chain armor


Armor Class: 2[18]  Battle Axe, light crossbow, chain armor and shield
Hit Dice: 8**** (L)
Move: 90’(30’) FROGLIGATOR (Beast, Neutral)
Attacks: slam Armor Class: 4[16]
Damage: 2-12+special Hit Dice: 6* (L)
No. Appearing: 1-2 (1-4, U+V) Move: 90’(30’)/150’(50’) swim
Save As: Fighter 8 Attacks: claw/bite or tongue
Morale: 10 Damage: 1-6/2-16 or special
Commonly found in fens, bogs, swamps and other heavily- No. Appearing: 1-6 (3-24, D)
vegetated places, fen-walkers are large masses of vaguely Save As: Fighter 1
humanoid-shaped vegetation (sometimes rotting as well) Morale: 10
that stand about 12 feet tall. Fen-walkers seem to be Some say once long ago the experiments carried out on
guardians of a sort, but are usually attacked on sight by monsters and animals in wizards’ towers produced these
faerie of all kinds and those that know of their existence. monstrosities. These creatures resemble huge frogs nearly
10 feet around with short, sharp claws and topped by the
Fen-walkers are highly destructive to those that cross their head of an alligator. Frogligators are excellent swimmers in
paths. They are immune to cold and suffer only half water and hop fast on land for their size.
damage from fire-based attacks forms due to their soggy
(and sometimes rotting) bulk. Electrical attacks heal fen- Frogligator hides have a slight adaptive ability, granting
walkers and make then grow by 1 HD for every 12 points them a +1 bonus on surprise rolls. They possess the same
of damage over their maximum hit points. lashing tongue attack of their normal-sized cousins, able to
reach up to 15 feet distant. On a successful ‘to hit’ roll, the
Fen-walkers attack by slamming their club-like arms at their victim must succeed at a Strength check on 4d6 or be
opponents. On a successful hit, their victim must make a dragged into the mouth for automatic bite damage. Smaller
successful Strength check on 5d6 or be drawn into the fen- than man-size creatures, such as gnomes and halflings will
walker, taking damage every round and possibly be swallowed whole and take 1-8 points of damage per
suffocating. Up to 2 man-size creatures or 4 small-size round until retrieved.
creatures can be engulfed at any one time.
GAUNT (Monster, Chaotic)
FORGED MAN (Humanoid, Any) Armor Class: 8[12]
Armor Class: 5[15] Hit Dice: 4** (S or M)
Hit Dice: 1+1* (M) Move: 150’(50’)
Move: 90’(30’) Attacks: grapple or bite
Attacks: fist or weapon Damage: special or 1-8+disease
Damage: 2-5 or by weapon+1 No. Appearing: 1-6 (2-12, A)
No. Appearing: 1-6 (3-24, D) Save As: Fighter 4
Save As: Fighter 1 Morale: 11
Morale: 10 The gaunt are a horrid degenerate race found in
Their exact origins lost to history, Forged Men are rarely wastelands and deserts that were once lush but destroyed
seen. Resembling a roughly man-shaped humanoid of by magical forces. They resemble zombies, with patches of
wood and steel, Forged Men exhibit true sense of rotting flesh and tight leathery skin, but gaunt are far more
sentience. They usually find work as heavy laborers in dangerous. They still possess a feral intelligence, with most
civilized lands or find profitable work as mercenaries with of their higher brain functions being destroyed by their
adventuring bands. Forged Men will try to emulate the mutation.
tastes and styles of the area they are in (sometimes with
comical results). Gaunt move with a surprising quickness when they
discover prey. They are immune to sleep and charm spells
Rarely a group of forged men of 20 or more will be led by and effects. In combat they attack with whatever natural
a stronger than normal leader of 2-7 HD and a +2 damage weapons they possess. Humanoids for example will attack
bonus. In addition, this group possesses a 10% chance of with fists and bite. The primary goal of a gaunt is to wrestle
having a Cleric with 2-5 spellcasting levels. Forged Men its opponent (+4 on grappling check) and score a pin.
ready for combat are typically armed thusly: Once a victim is pinned they will begin to feed
 War hammer, light crossbow, chain armor and immediately. If their prey puts up resistance they will simply
shield attack until they wear their opponent down.

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The bite of a gaunt is extremely dangerous, as it will infect GHOST* (Undead, Chaotic)
the victim with the gaunt’s mutated cells and start the Armor Class: 0[20]
process in them on a failed saving throw vs. Death Ray. Hit Dice: 9*** (M)
After 2-7 hours a saving throw vs. Paralysis is needed for Move: 210’(70’) fly
infected individuals, failure meaning they die. On a Attacks: touch/gaze
success, each hour afterwards the victim loses a point of Damage: 1-12+aging/special
Constitution until they reach a zero, whereupon they No. Appearing: 1-2 (1-4)
become gaunts themselves. Save As: Fighter 6
Morale: 10
GAUNT, MUTATED (Monster, Chaotic) Treasure Type: D
Armor Class: 4[16] Alignment: Chaotic
Hit Dice: 6** (L) XP Value: 725
Move: 120’(40’) Ghosts are the restless spirits of powerful mortals that
Attacks: tentacle/tentacle/bite become trapped between worlds - unable to return to life
Damage: 1-12/1-12/2-20+disease or cross over to true death, they become bitter of
No. Appearing: 1-2 (1-4, D) everything living. They resemble the form of their former
Save As: Fighter 6 body, pale and translucent and misty and can pass through
Morale: 10 solid objects.
Some magically powerful creatures that become mutated
gaunts take an extreme twist - their bodies bloating and Ghosts usually attempt to lead adventurers to their doom
twisting into a monstrous form. and feast on their remaining lives just before death. A ghost
can be laid to rest if its physical remains are properly buried
Most often the mutated gaunt bloats to a large size plump (the ghost will not allow their bodies to be taken peacefully
sphere, its mouth growing fangs if it did not possess them however). A destruction result from being turned by a
before the mutation. Legs become short barrel-like stumps Cleric merely makes the ghost do dormant for 4-24 hours
and sometimes a third leg grows to distribute the creature’s plus the Cleric’s level.
weight. The monster’s arms become tentacles ending in
bony spikes. The creature’s eyes (or other sensory organs) The gaze of a ghost causes fear for 2-5 rounds (saving
grow out of the victim’s former head on a tentacle as well, throw vs. Wands negates); once someone succeeds at a
allowing the creature to attack in any direction as well as saving throw they are immune to the fear effect for 24
see in any direction. They are immune to sleep and charm hours. Their touch drains the vitality of the living, aging
spells and effects. them 1-10 years (saving throw vs. Death Ray negates).
Ghosts are immune to normal weapons and take half
In combat the damage from non-magical silver weapons.
mutated gaunt
attacks with GHOUL, GHAST (Undead, Chaotic)
tentacles and bite. Ghast
Any creature Armor Class: 6[14]
struck or bit will Hit Dice: 3** (M)
be infected with Move: 90’(30’)
the gaunt wasting Attacks: claw/claw/bite
disease in addition Damage: 1-4 all+special
to normal No. Appearing: 1-4 (2-12, B)
damage. In Save As: Fighter 3
addition, those Morale: 10
struck by the Ghouls are pack-hunting, undead, corpse eaters. They are
tentacle must immune, like most undead, to charms and sleep spells. The
make a grappling most dangerous feature of these horrid, cunning monsters
check (mutated are their paralyzing claws and bite: any hit from a ghoul
gaunts gain a +4) requires a saving throw vs. Paralysis or the victim becomes
or be paralyzed for 2-8 turns (except elves). Victims killed by
automatically ghouls but not fortunate enough to be consumed by them
bitten each round rise as a ghoul a day later, hungry for flesh.
until freed).

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Monsters D&D Companion

Ghasts are more powerful ghouls. In addition to the are brave beyond reason in combat and some (10%
abilities a typical ghoul possesses, ghasts exude a cloud of chance) are prone to berserking, gaining a +2 bonus on
stench in a 10 foot radius around them. If the PC fails a attack and damage rolls.
saving throw vs Poison, they suffer a -2 penalty on ‘to hit’
rolls and saving throws while they are within range and up In lairs or villages, giantkin will be led by a chieftain of 3-8
to 1-6 rounds after. HD with a +3 bonus on damage rolls. There is a 25%
chance for a shaman (druid) of 1-6 spell caster levels as
GIANTS (X32, Giant, Varies by Type) well.
In combat a giant usually likes to soften his enemies up by
hurling huge boulders. Giants can hurl boulders with the GOBLYN (Faerie, Chaotic)
same effective range as a long bow once per round until Armor Class: 4[16]
they run out of boulders or their enemy closes into melee Hit Dice: 1d4 hp (S)
range. Boulder damage for each type can be adjusted to Move: 120’(40’)
this: Attacks: claw
 Hill Giants - 1-6+6 Damage: 1-4
 Stone Giants - 2-12+6 No. Appearing: 1-4 (2-8, R+S)
 Frost Giants - 2-12+12 Save As: Halfling 1
 Fire Giants - 3-18+12 Morale: 7
 Cloud Giants - 3-18+18 Goblyns are twisted faerie creatures once part of the Faerie
 Storm Giants - 4-24+18 Court but given to darkness and evil. They resemble and
deep in the past find a common relative with the goblins,
Any giant lair will have a leader of maximum hit points and but still possess the otherworldly quality of the Faerie.
a +6 melee damage bonus. There is also a 30% chance of Goblyns are about the size of a halfling and dark-skinned
a lair of giants having a Cleric of 2-7 spellcasting levels. with grey to white hair.

GIANT, HILL, ETTEN (Giant, Chaotic) Some have an odd fascination with the color red and are
Armor Class: 4[16] never seen without their red caps. While scholars debate if
Hit Dice: 7 (G) the ‘red caps’ are a different species of goblyn or not, these
Move: 120’(40’) little creatures sow discord and evil where they can. Where
Attacks: weapon/weapon or boulder a faerie plays harmless (but annoying) pranks, the goblyn’s
Damage: 2-12/2-12 or 1-6+6 ‘jokes’ take on a deadly and sometimes ironic quality.
No. Appearing: 1-4 (2-8, E+5,000gp)
Save As: Fighter 7 GOLEM, GENERAL
Morale: 8 Golems are man or animal-shaped creatures built to serve
Occasionally a hill giant will be born with two heads. These their masters, usually powerful wizards or high priests. They
mutants, called ‘Etten’, are usually killed at birth. Some few are often used as guardians. Greater golems cannot be fully
that do survive childhood either leave their tribe or end up damaged with non-magical weapons, and are immune to
leading their tribe. An oddity of the etten are their heads the sorts of spells used to create them (iron golems being
have two totally different personalities typically and some immune to fire, for instance). Lesser golems are simpler to
seldom get along with themselves. Communities of Ettens create and have less defensive power against spells and
will trade ‘one headed ettens’ for ‘two headed hill giants’ if weapons. All golems are immune to sleep, charms, hold,
a community forms near a hill giant lair. poisons, energy draining and mind-affecting spells and
effects and never check morale.
GIANTKIN (Humanoid, Neutral)
Armor Class: 5[15] Golems are a huge expense, both in time and cost, for a
Hit Dice: 2+2 (M) character wishing to undertake such a construction process.
Move: 120’(40’) The DM must determine what exotic components will go
Attacks: weapon into the golem’s build and how the character may obtain
Damage: by weapon+1 these components. These could be rare metal ores,
No. Appearing: 1-6 (2-20, E) monster parts or even some purely fantastic thing.
Save As: Fighter 2
Morale: 9 The character must spend 1 week and 1,000 gold pieces
Standing between 7 and 8 feet tall, giantkin appear as per HD of the golem to be created in researching how to
massive men, with males usually sporting full, wild beards create it and what components are needed. After the
and females with a wild mane of long, tangled hair. They research time is complete, the character must spend the

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D&D Companion Monsters

Hit Dice Common Golem Type Time Creator Level Cost


1 Hit Dice Orbulous Servitor 10 days 7th+ 3,050 gp
2 Hit Dice Wood Golem (X33) 12 days 7th+ 5,050 gp
3 Hit Dice Armor Golem 14 days 7th+ 7,050 gp
4 Hit Dice ‘Living’ Statue (B37) 16 days 7th+ 9,050 gp
5 Hit Dice Sand Golem 18 days 7th+ 11,050 gp
6 Hit Dice 20 days 7th+ 13,050 gp
7 Hit Dice Clay Golem 22 days 7th+ 15,050 gp
8 Hit Dice Bone Golem (X33) 24 weeks 9th+ 170,000 gp
9 Hit Dice Crystal Golem 27 weeks 10th+ 190,000 gp
10 Hit Dice Amber (X33), Flesh Golem 30 weeks 12th+ 210,000 gp
11 Hit Dice Wood Juggernaut 32 weeks 13th+ 230,000 gp
12 Hit Dice Stone Golem 35 weeks 15th+ 250,000 gp
13 Hit Dice 38 weeks 16th+ 270,000 gp
14 Hit Dice Iron Golem 41 weeks 18th+ 290,000 gp
15 Hit Dice Stone Juggernaut 44 weeks 19th+ 310,000 gp
16 Hit Dice 47 weeks 21st+ 330,000 gp
17+ Hit Dice Drolem (17), Bronze Golem (X33, 20) 50 weeks+ 22nd+ 350,000 gp+
appropriate amount of time (listed on the tables below) and addition to the general traits all golems share (immunity to
gold to form and enchant life into his creation. sleep, charms and hold). Greater golems are also those
golems that range from 8 HD or more. No greater golem
The creator can employ craftsman and skilled workers to can ever have less than 8 HD, as the frail form cannot
create the form of the golem if he is not skilled in the withstand the power of the magic used to create greater
required manufacturing, but when the crafting process is golems.
complete he must spend at least eight hours a day
enchanting his creation until it is completed, else the spells The time and cost for constructing and enchanting a
will falter from being unattended to and the process will greater golem is given on the table. Greater Golems consist
have to be begun anew. mostly of large things like the popular iron golem, the flesh
golem and the like. Greater golems usually require multiple
exotic and rare components and are thus difficult to make.
The creator cannot spend time in any other pursuits, such For greater golems over 17 hit dice, 3 weeks of time and
as spell research, scroll making or adventuring while 20,000 gp are added to the cost for each hit die over 17.
enchanting a golem. The DM may or may not modify the
character’s chance of success for exceptionally good or GOLEM, ARMOR (Golem, Lesser, Neutral)
shoddy workmanship, materials and exotic components Armor Class: 2[18]
over and above those needed. Hit Dice: 3 (M)
Move: 90’(30’)
Lesser Golems are designated as those golems that are not Attacks: weapon or fist
immune to normal weapons and generally only possess Damage: 1-6
one special ability. Lesser golems are also those golems No. Appearing: 1-2 (1-2)
that range from 1-7 HD. No lesser golem can ever have Save As: Fighter 3
more than 7 HD. The time and cost for constructing and Morale: Nil
enchanting a lesser golem is given on the table below. Armor golems are specially created and enchanted suits of
Lesser Golems consist mostly of things like permanently plate mail used to guard places and possessions from
animated objects of man-size or smaller, servitor orbs, stick unwanted intruders.
men and the like. Lesser golems don’t usually require much
in the way of exotic or rare components, but your DM has When triggered, they will use whatever weapon and shield
the final say in what is available. available to them or pummel with their gauntlets and
relentlessly attack until the intruders are slain or driven off.
Greater Golems are designated as those golems that are The armor golem carries no treasure of its own, but if the
highly resistant to normal weapons and most magic and armor golem is slain and the remaining parts are restored
generally only possess one or more special abilities in the armor is found to be magical plate mail armor +1.

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Monsters D&D Companion

type of spell than lightning, fire or light-based affects a


crystal golem. Only +1 or better magic weapons can fully
harm a crystal golem. Inside each crystal golem is a heart of
pure diamond, worth 1d10x100 gp.

GOLEM, DROLEM* (Golem, Greater, Neutral)


Armor Class: -3[23]
Hit Dice: 17**** (G)
Move: 90’(30’)/120’(40’) fly
Attacks: claw/claw/bite or breath
Damage: 2-12/2-12/4-24
No. Appearing: 1 (1)
Save As: Fighter 17
Morale: Nil
GOLEM, CLAY* (Golem, Lesser, Neutral) Drolems resemble great iron dragons (or occasionally bone
Armor Class: 7[13] dragon skeletons). Drolems are created by powerful
Hit Dice: 7** (L) spellcasters to guard equally powerful or dangerous items
Move: 90’(30’) of power or places where none are meant to tread.
Attacks: fist/fist
Damage: 2-8/2-8 Three times per day a Drolem can employ a breath
No. Appearing: 1 (1) weapon cloud of toxic gas (saving throw vs. Poison at -3 or
Save As: Fighter 7 die). Only +3 magic weapons can fully harm a Drolem and
Morale: Nil they are immune to spells of 5th level or less.
Clay golems are used mainly by primitive spellcasters in
low-tech societies to guard specific places. Once a Clay GOLEM, FLESH* (Golem, Greater, Neutral)
golem has been created, it will never go more than 100 feet Armor Class: 7[13]
beyond the vicinity of its charged location. Hit Dice: 10** (L)
Move: 90’(30’)
If a clay golem strikes successfully with both fists on a man- Attacks: claw/claw
size opponent or smaller, the victim must make a saving Damage: 2-16/2-16
throw vs. Wands, failure indicating he is drawn into the No. Appearing: 1 (1)
clay golem’s body. He will then suffocate in 3 rounds plus Save As: Fighter 10
Constitution adjustment. Clay golems are healed by Morale: Nil
transmute rock to mud and petrified on a failed saving A creation stitched together from human limbs and other
throw by transmute mud to rock. They are killed instantly parts, like a Frankenstein monster. Damage inflicted by
by a passwall or a phase door effect. Only blunt weapons lightning heals the golem and it is slowed by fire and cold
can fully harm a clay golem. spells. No other type of spell than lightning, fire, or cold
affects a flesh golem. Only +1 or better magic weapons
GOLEM, CRYSTAL* (Golem, Greater, Neutral) can harm a flesh golem.
Armor Class: 5[15]
Hit Dice: 9** (L) Each round of combat there is a 5% cumulative chance
Move: 90’(30’) that the flesh golem is overcome by memories of its various
Attacks: claw/claw body parts spirits and go berserk, killing friend and foe alike
Damage: 2-16/2-16 until it is destroyed.
No. Appearing: 1 (1)
Save As: Fighter 9 GOLEM, IRON* (Golem, Greater, Neutral)
Morale: Nil Armor Class: 0[20]
Crystal golems are typically a rough-looking, natural crystal Hit Dice: 14** (G)
cluster of crystals in the general form of a humanoid. Move: 90’(30’)
Damage inflicted by fire heals the crystal golem and they Attacks: weapon or claw
are hasted by lightning spells. Light-based magic (color Damage: 4-40
spray, prismatic wall, etc) that the golem is in the area of No. Appearing: 1 (1)
effect of is turned into an instantaneous effect with a 20 Save As: Fighter 14
foot radius centered on the golem. Characters caught in the Morale: Nil
area suffer an effect similar to a Prismatic Spray. No other Iron golems are huge statues of iron the size of a fire giant.

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D&D Companion Monsters

They can breathe a 10 foot radius cloud of poison gas spells and suffer double damage from fire spells. Spells that
(saving throw vs. Poison or die) as well as attacking with affect wood, lightning and fire are the only magic that
great power. Only +2 or better magic weapons can fully affects them.
harm an iron golem. These hulking statues are slowed by
lightning spells, but fire-based spells actually restore hit Juggernauts can move their internal parts as well to hurt
points to them. No other type of spell affects them. those that find entry to their insides, inflicting 2-16 points of
damage per round to anyone inside them (half damage on
GOLEM, JUGGERNAUT* (Golem, Greater, Neutral) a successful saving throw vs. Wands).
Wood Stone
Armor Class: 3[17] 1[19] GOLEM, ORBULOUS (Golem, Lesser, Neutral)
Hit Dice: 11** (C) 15** (C) Armor Class: 3[17]
Move: 150’(50’) 150’(50’) Hit Dice: 1+2* (S)
Attacks: roll over roll over Move: 150’(50’) fly
Damage: 5-50 5-100 Attacks: claw
No. Appearing: 1 (1) 1 (1) Damage: 1-4
Save As: Fighter 11 Fighter 15 No. Appearing: 1 (1)
Morale: Nil Nil Save As: Fighter 1
Resembling small siege towers on wide roller wheels, Morale: Nil
juggernauts can be used to transport troops and simply try Orbulous servitors are metallic spheres that float about 3-5
to crush their opposition. They make a three-point turn feet off the ground. They have a single red eye that tracks
with a normal movement and can stop and reverse their from side to side and a single claw that hangs from the
direction in a single movement as well. They can only be bottom of their body.
fully harmed by +2 or better weapons.
While not very good combatants, orbulous servitors have a
Stone juggernauts most often resemble a fully enclosed higher degree of agility than other golems and can make
siege tower and can hold up to 30 men within its walls. good use of grenade-like weapons if available. They mainly
Stone juggernauts are slowed by fire spells, healed by see use as an assistant to handle dangerous reagents or
transmute mud to rock (7-42 hit points) and damaged by tedious work like pot stirring and the like.
transmute rock to mud (7-42 points, saving throw vs Spells
for half). Spells that affect rock (and fire spells) are the only GOLEM, SAND* (Golem, Lesser, Neutral)
magic that affects them. Armor Class: 5[15]
Hit Dice: 5* (M)
Wooden juggernauts can be made as siege towers or rarely Move: 120’(40’)
as a giant animal (such as a horse). They can hold up to 40 Attacks: bite
men. They are slowed by cold spells, damaged by lightning Damage: 1-8
No. Appearing: 1 (1)
Save As: Fighter 5
Morale: Nil
Sand golems are used mainly by primitive spellcasters or
spellcasters with low resources to guard specific places or
people. Once a sand golem has been created, it will never
go more than 100 feet beyond the vicinity of its charged
location or person.

When dormant it can sit still enough to resemble sandstone


or can shrink itself down to the size of a trinket, able to be
carried by its charge (if attached to a person). Sand golems
usually resemble great cats of some kind. Sand golems are
healed by lightning attacks. They are killed instantly by a
passwall or phase door effect. Only blunt weapons can fully
harm a sand golem.

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GOLEM, STONE (Golem, Greater, Neutral) hair and they wear primitive
Armor Class: 1[19] furs for clothing and can wield
Hit Dice: 12** (G) primitively constructed
Move: 60’(20’) weapons (spears, daggers,
Attacks: fist or weapon slings, clubs, etc). They sense
Damage: 3-24 their surroundings through air
No. Appearing: 1 (1) movement and can ‘see’
Save As: Fighter 15 invisible and hiding creatures
Morale: Nil as plainly as visible ones.
Stone golems are massive stone statues animated by very
powerful magics (much more than just animate object). In lairs of 20 or more a sub-chieftain of 1 HD with no
damage penalty rules over the others; for populations of 40
They are slowed by fire spells and damaged by transmute or more there will be 1 sub-chieftain per 20 individuals and
rock to mud spells (7-72 damage, saving throw vs a chieftain that fights as a 2 hit dice monster with a +1
Petrification for half); the reverse heals them by a like damage bonus. Headless have a 10% chance for 1-4
amount. Spells that affect rock (and fire spells) are the only Clerics of 2-3 spellcaster levels.
magic that affects them. They can only be fully harmed by
+2 or better weapons. HELL HORSE* (Type III Demon, Chaotic)
Armor Class: 5[15] or 2[18] with barding
GREMLIN (Faerie, Chaotic) Hit Dice: 9** (L)
Armor Class: 7[13] Move: 150’(50’)
Hit Dice: 1-3 hp* Attacks: hoof/bite
Move: 120’(40’) Damage: 2-12+1-4 fire/1-6+1-4 fire
Attacks: claw No. Appearing: 1 (1)
Damage: 1-2+special Save As: Fighter 6
No. Appearing: 2-7 (10-100, B) Morale: 11
Save As: Halfling 1 Hell horses are war horse-sized demonic steeds, with coal
Morale: 5 black coats. Their eyes are pits of darkness and flames
Gremlins are small, scaly green humanoids with large eyes continually lick at their hooves and flicker from their
and disproportionately large mouths and fanged teeth. mouths. Where a hell horse steps, plants and bugs in a 10
foot radius around it simply die.
Gremlins are surrounded by an aura 20 foot in radius
similar to Murphy’s Law; axe heads will fall off, people will When spells and spell-like effects are used against a hell
trip, spells have a chance to be miscast at 10% per spell horse there is only a 20% chance per spell level of it
level, ect. When a character attacks a gremlin he rolls his succeeding. Spells that fail don’t affect the hell horse (but
‘to hit’ twice and takes the worst result. can still affect others if an area effect).

If a gremlin strikes his victim he turns into a blur, speeding In combat, the hell horse uses its flaming hooves and
and climbing all over them and stealing (and devouring) up wickedly sharp teeth to good effect, stomping, biting and
to 1 day’s worth of food unless it is locked and sealed in a burning its way through opponents. Occasionally, a hell
container (bags and packs do not count as sealed horse will be granted to a wraith by the demonlords for that
containers). creature’s evil deeds done while it was still living.

HEADLESS (Humanoid, Chaotic) HISSING DEMON* (Type IV Demon, Chaotic)


Armor Class: 7[13] Armor Class: 5[15]
Hit Dice: 1-4 hp* (S) Hit Dice: 12** (L)
Move: 90’(30’) Move: 150’(50’)
Attacks: bite or weapon Attacks: claw/claw/bite
Damage: 1-3 or weapon-1 Damage: 1-6/1-6/1-4+poison
No. Appearing: 4-16 (6-60, B) No. Appearing: 1 (1)
Save As: Halfling 1 Save As: Fighter 7
Morale: 7 Morale: 11
Headless are small (3 feet tall) humanoids with a fanged The hissing demons command all that is evil scaly-kind.
mouth set in the center of their torso, but with no head or Resembling man-sized serpents with a pair of clawed arms
visible sight organs. Their squat bodies are covered in short

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these demons are dangerous enough with their natural underground or in wilderness
attacks. areas that are usually
overcast and dismal.
When spells and spell-like effects are used against a hissing
demon there is only a 20% chance per spell level of it These creatures have psychic
succeeding. Spells that fail don’t affect the hissing demon ability and are constantly on
(but can still affect others if an area effect). the prowl to find those that
use it as well to feed off of the
Their bite carries a strong poison (-1 to saving throws) that psychic energy. When a
inflicts 2-12 damage on a failed save. They have the ability psychic user is detected
to cast sticks to snakes (all snakes created are venomous) (within 60 feet), the intellect
and snake charm once per day each at the 7th level of devourer will stalk their prey
ability. for days or weeks waiting to
get their victim alone.
IMP* (Type II Demon, Chaotic)
Armor Class: 2[18] Though an intellect devourer has its claws to attack, its
Hit Dice: 4+1** (S) preferred method is psychically. Instead of claw attacks, it
Move: 60’(20’) / 150’(50’) fly can perform a mental whip against the victim. This psychic
Attacks: claw/claw/bite attack drains 2-4 points of Intelligence and stuns the victim
Damage: 1-4/1-4/1+poison for 1-3 rounds (saving throw vs. Spells for half damage and
No. Appearing: 1 (1) no stun).
Save As: Fighter 4
Morale: 7 The most fearsome ability of an intellect devourer occurs
Imps are small, scrawny humanoid-shaped demons with when it kills an opponent with its mental whip. When the
grayish scaly skin, long pointy ears, sharp teeth and bat-like victim’s Intelligence drops to 0, the mental devourer’s body
wings. opens up revealing a human sized brain-like creature. It
them slithers into the mindless victim and assumes control,
When spells and spell-like effects are used against an imp installing itself as the creature’s new brain and continues
there is only a 30% chance per spell level of it succeeding. the search for more food in its new form. It possesses
Spells that fail don’t affect the imp (but can still affect enough knowledge of the creature and usual
others if an area effect). habits/mannerisms to pass off itself 85% of the time.

They possess a thin, rat-like tail that ends in a stinger. LEAST DEMON (Lesser Demon, Chaotic)
Those injected by the stinger and fail the saving throw vs. Larval Lemure
Poison fall asleep for 1-4 rounds. Imps are cunning, hateful Armor Class: 7[13] 7[13]
little demons. They enjoy sowing insecurity in those around Hit Dice: 1-6 hp** (S) 1-6 hp** (S)
them and causing treachery and chaos. Occasionally one Move: 60’(20’) 60’(20’)
will allow itself to become a Magic-user’s familiar, serving Attacks: bite slam
to the best of its ability. Such bargains though usually end Damage: 1-3 1-3
up with the imp owning the summoner in the afterlife, No. Appearing: 3-12 (6-36) 3-12 (6-36)
unless the imp has a goal that it finds the summoner useful Save As: Normal Man Normal Man
to achieve. Morale: 11 11
The least powerful of the demons are the larval and
INTELLECT DEVOURER (Monstrous, Chaotic) lemure. When a corrupt soul ends up in the Lower Planes,
Armor Class: 4[16] they take either of these immature forms and begin their
Hit Dice: 6+6** (M) lives as demonic creatures. Least demons are not immune
Move: 150’(50’) to normal weapons.
Attacks: claw x4 or special
Damage: 1-4 each or special Larval are 2-3 feet long worm-like creatures, resembling a
No. Appearing: 1-2 (1-6, D) grotesque caterpillar. Their heads are the most shocking
Save As: Magic-user 6 aspect of their form however, as a twisted parody of the
Morale: 9 person’s face in life is plastered on the ‘head’ of the worm.
These terrifying creatures look like a 5 foot diameter brain
on four powerful-looking legs that end in wickedly sharp Lemures are blob-like, vaguely humanoid demons. Their
claws. Intellect devourers are usually found deep flesh is mud-like, shifting and soft upon their horrible

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bodies. They are one of the lowest forms of demons and living would have a difficult time gaining access to and are
used as slave labor or troops by more powerful demons. trapped and guarded physically and magically. If defeated
in combat or destroyed by a Cleric’s turning, the lich’s spirit
LICH (Undead, Any but usually Chaotic) is forced into the phylactery for 1 day per hit die before it
Armor Class: 0[20] can reform its body. If the phylactery is destroyed, the lich
Hit Dice: 12-19***** (M) will die a true death when killed.
Move: 120’(40’)
Attacks: claw or spell LIZARD MAN, SHAZAN (Humanoid, Neutral)
Damage: 1-10 + paralysis or by spell Armor Class: 5[15]
No. Appearing: 1 (1, E, F, H) Hit Dice: 5*-14*** (M)
Save As: Magic-user 12 to 19 Move: 120’(40’) / 150’(50’) swim
Morale: 12 Attacks: weapon or spell
Liches are the undead remnants of Magic-users, either Damage: 2-7 or by spell
made undead by their own deliberate acts during life, or as No. Appearing: 1-6, V (3-24, F)
the result of other magical forces (possibly including their Save As: Druid equal to HD
own magics gone awry). Liches look either like zombies or Morale: 12
skeletons dressed in rotting Magic-user’s garb (depending Shazan are a mythical race lizard men speak of, existing in
on the age of the lich). the distant past. These lizard men were powerful
spellcasters and highly advanced in civilization in the age
A lich has the same spell-casting powers as the original before mammal races existed. Now their ruins and small
Magic-user (the same level as the lich’s hit dice). A lich’s enclaves are all that exist of them. Very similar looking to
touch causes paralysis for 2-5 rounds (saving throw vs modern lizard men, they move in and out of their societies,
Paralysis to negate) and the protecting them from danger and slowly teaching the lizard
very sight of one of these men more civilized ways.
dread creatures causes fear in
any being of 4 HD or below Shazan are highly magically inclined, each having the
(2-7 turns, no saving throw). spellcasting ability of a Druid equal to their hit dice - 4.
Modern human and demi-human sages and scholars
Liches are immune to spells believe the shazan to be a lizard man myth.
and spell-like effects of 1st-3rd
level; for spells of 4th level and MEK (Golem, Neutral)
higher there is a flat 15% Labor War
chance any spell or spell-like Armor Class: 2[18] -2[22]
effect cast at or including the Hit Dice: 7* (L) 14** (L)
lich in its area of effect simply Move: 90’(30’) 90’(30’)
does not affect him. Attacks: slam slam/cannon
Damage: 2-8 4-32/4-26
Liches are highly intelligent but No. Appearing: 1 (1) 1 (1-4)
may develop various quirks in their personality depending Save As: Fighter 7 Fighter 14
on their age and how they became a lich. Liches have Morale: Nil Nil
double the chance for magic items when determining The mek was once an advanced technology of a forgotten
treasure. empire. Similar looking to the iron golem, the mek is a
constructed metal form but it is brought to ‘life’ through the
There is a 10% chance any given lich is an anti-clerical lich use of mekanics and steam power. Instead of a magical
instead with full spellcasting ability. Anti-clerical liches have intelligence, meks have a mechanical ‘brain core’ that is
the ability to command undead instead of turn them on a preset with a few different programs usually set to the type
successful turning check. of mek is constructed and controlled through the use of a
certain combination of levers and buttons accessed from a
The lair of a lich will be well-trapped and frustrating to panel inside them. They are immune to sleep and charm
invaders. There will be 2-5 full lairs of other types of spella and effects.
undead in and around the lair as well as constructs and a
few living minions. Powered with steam power, the use of a mek is limited to
four hours on a full 20 pound hopper of wood or eight
A lich has his life force stored in an object of great value, hours with a full hopper of coal. Meks are larger-than-man-
called a phylactery. They are usually hidden in places the size and roughly humanoid in shape. War meks exchange

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a hand for a small cannon with a 10-shot capacity. Shot these swords are found to be in the hands of a non-
from these weapons affects a 10 foot radius, a saving throw Githyanki they will hunt the bearer down until it is
vs. Breath allows half damage. recovered. Githyanki hate burrowers and githzeri.

MAN, GITH (Humanoid, Neutral) Githzeri are the followers of the rebellious Zerth, a gith
Armor Class: 9[11] magic-user who still leads her people as a lich. She is a
Hit Dice: 1+2 (M) cruel leader and any who reach 12 hit dice are summoned
Move: 120’(40’) to her palace and are never heard from again. Deserters
Attacks: weapon or spell or special and ‘lesser’ beings are treated as slaves. They hate
Damage: 1-8 or spell or special githyanki as deserters and will attack burrowers on sight.
No. Appearing: 1-4 (6-60, A)
Save As: Fighter 1 Both kinds of gith have been affected as a race from their
Morale: 9 time spent in the burrowers home plane. All are endowed
The gith were once humans on a far distant world so long with psychic power to a degree (resembling spells but not
ago it has been lost to history. Gith look deceptively like subject to dispel magic):
malnourished humans with pale grey skin and shaggy black
to grey hair. Their eyes glow a dull red. The gith are
formerly slaves of the burrowers and now inhabit regions in HD Psychic Abilities
the Ethereal plane. 1 Mage Armor, Shield
3 ESP, Phantasmal Force
Githyanki is the name taken by those that hunt burrowers 6 Mental Attack
especially but any psychic monsters. They are armed with 9 Displacement, Damage Cloak
special silver swords that function as +1 weapons. On a 12 Gate
natural 20, a creature struck must save vs. Death Ray or be The mental attack inflicts 4-24 points of damage on a
immediately slain. Each hit from these weapons drains the character within 30 feet (save vs. Spells for half damage).
Psychic abilities may be used 3 times per day, plus an
additional time per 2 HD.

For every 5 members in their floating fortresses or lairs


there is a squad leader of 3+2 HD and a +1 damage
bonus.

For every 10 members there is a Sergeant of 6+2 HD and


a +2 damage bonus

Every 20 members is a Captain of 9+2 HD and a +3


damage bonus.

The lair is led by a General of 12+2 HD and a +3 damage


bonus.

There is a 75% chance for 2-5 Magi-users of 3-12 levels


and a 50% chance for 2-8 Thieves of 3-12 levels as well.

MINOTAUR, ENDU (Humanoid, Lawful)


Armor Class: 7[13]
Hit Dice: 4+2* (M)
Move: 120’(40’) / 90’(30’) swim
Attacks: gore/gore/weapon
Damage: 1-4/1-4/1-6
No. Appearing: 2-8, V (4-16, B)
Save As: Fighter 4
Morale: 9
The endu are an offshoot of the minotaur race that has
ability to use a psychic power from the victim. If one of forsaken the maze-like darkness for the life-giving light of
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the sun. Endu are smaller than the common minotaur, but OPHIDIAN (Monster, Chaotic)
possess golden-colored wings. They are excellent weapon Armor Class: 4[16]
smiths and tend to worship the sun god. Hit Dice: 5* (M)
Move: 150’(50’)
In a lair of endu there are 1-4 bodyguards of 6+3 HD and Attacks: claw/claw/bite or weapon
a +1 damage bonus and 1 clan chieftain of 8+4 HD and a Damage: 1-6/1-6/1-2+poison
+2 damage bonus. Each lair also possesses a 35% chance No. Appearing: 2-8 (10-60, E)
for 2-4 shaman (Clerics) of 2-9 spellcaster levels. Save As: Fighter 5
Morale: 10
MUMMY, ANCIENT* (Undead, Chaotic) Ophidians are an ancient race that predates the creation of
Armor Class: 3[17] any mammal. Sages say ophidians formed the first and
Hit Dice: 14+1**** (M) most powerful empire the world had ever seen, and that
Move: 60’(20’) the much vaunted empire possessed but a fraction of the
Attacks: touch or spell ophidians’ power. Modern ophidians are rarely
Damage: 1-12 + disease encountered, but still possess formidable powers. They see
No. Appearing: 1-2 (1-4, E) their time has passed but most know of a prophecy that
Save As: Magic-user 14 predicts their rise again. Ophidians resemble large snakes
Morale: 12 about 6 feet long with the torso and arms of a man with
While mummies are ancient undead, there are truly ancient sharp claws.
mummies. Before the fall of an ancient empire, some
powerful Magic-users were studying into the Black Arts with Groups of 6 or more are led by a leader of 6 HD, while
varying results. The most powerful among them achieved every 18 or more will be ruled by a sub-chieftain of 7 HD
the status of a lich, but many did not survive the process with a +1 damage bonus. Lairs over 50 inhabitants will be
and were embalmed and laid to rest. A great magical ruled by a queen of 9 HD with a +3 damage bonus.
cataclysm had a curious effect on these ’failures’ - the
energies mingled with the fading magical energy from the In addition to their powerful physiques, ophidians possess
dead magic-user’s past life, raising them as mummies with a powerful paralytic bite (saving throw vs. Poison to
access to powerful magic still. Ancient mummies have negate, paralysis for 3d4 hours) they use if they are trying
similar resistances and abilities as the common mummy to capture their victims alive. Ophidians deposit their eggs
(X36), but possess the casting ability of a 9th level magic- in a living victim when they are about to hatch, resulting in
user and may still have access to technology and magic no the victim being swiftly devoured over the course of 1 turn
longer known to the modern world. per point of Constitution (losing 1 permanent point each
turn); a cure disease can halt this and kills the young if
OCHRE JELLY (Mold/Slime, Neutral) applied before the victim is dead.
Armor Class: 9[11]
Hit Dice: 6* (M) For every 10
Move: 30’(10’) ophidians, there is
Attacks: acidic pseudopod a 20% chance of
Damage: 3-12 the group having 1
No. Appearing: 1-2 (1-4, E) Cleric of 5-12
Save As: Fighter 3 levels. Ophidians
Morale: Nil worship a being
Ochre jellies are amorphous oozes that damage opponents known to them as
with their acidic surface. They dissolve any organic material the Sibilant Beast.
they come in contact with and adventurers they kill, Their Clerical
making a raise dead spell impossible. Using lightning spells that
attacks of 3 dice or greater causes the ochre jelly to divide normally affect
into 2 fully healed creatures. mammals will
affect reptiles as
well.

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RATLING (Humanoid, Chaotic) SCORNE (Monster, Chaotic)


Armor Class: 7[13] Armor Class: 2[18]
Hit Dice: 1-4 hp (S) Hit Dice: 6+6* to 9+9* (L)
Move: 60’(20’) Move: 150’(50’)
Attacks: claw/claw/bite or weapon Attacks: weapon + sting
Damage: 1-2/1-2/1+disease Damage: weapon+4/1-6+poison
No. Appearing: 4-16, P (10-60, J) No. Appearing: 1-8, P (10-60, J)
Save As: Halfling 1 Save As: Halfling 4
Morale: 6 (8) Morale: 8
Ratlings are small halfling-sized humanoid rats that can Once long ago the Scorne were natives to the midlands.
speak with rodents. They infest swamps and sewers, living When a magical cataclysm affected the land and people
off of the castoffs of societies. The bite of some (1 in 20) that dwelt there were changed horribly - the land became a
ratlings may cause disease similarly to that caused by rats dry desert where only the hardiest plants could survive. Of
(B41) A saving throw vs. Poison is allowed to resist if the people, the few not killed outright by the event were
disease is present. horribly mutated.

In a lair of ratlings there are: Most of these died off as well, but those who survived
 1-6 bodyguards of 1+1 HD called themselves the Scorne and are a tauric combination
 a chieftain of 2 HD and a +1 damage bonus of man and giant scorpion that thrive in the dry wastelands.
Scorne combine the body of a giant scorpion, but where
Each lair also possesses a 35% chance for a shaman the ‘face’ should be sprouts a bloated humanoid torso.
(Cleric) of 2-5 spellcaster levels. Ratlings ready for combat Occasionally a slight mutation leaves a newborn scorn with
are typically armed with clubs, short swords or spears and a the claws of the giant scorpion as well, granting two
sling with leather armor. In a lair there are always 2-8 giant additional attacks for 2-7 damage each.
rats and 3-18 normal rats that the ratings use as scouts and
lookouts. The poison of a scorne causes intense pain and inflicts 1-6
points of damage per round for 1d10 rounds.
SATYR (Faerie, Neutral)
Armor Class: 7[13] SKELETON, GIANT (Undead, Chaotic)
Hit Dice: 4* (M) Armor Class: 6[14]
Move: 120’(40’) Hit Dice: 4* (L)
Attacks: head butt + weapon or song Move: 120’(40’)
Damage: 2-8/1-6 or song Attacks: claw or weapon
No. Appearing: 1-8, P (10-60, J) Damage: 1-8 or by weapon
Save As: Halfling 4 No. Appearing: 1-8 (1-8)
Morale: 8 Save As: Fighter 2
Half-men with legs in the form of a goats’, satyrs Morale: Nil
(sometimes referred to as fauns) look like wild men, The common skeletons are animated bones of the dead,
covered in short, dark hair with small horns on their usually under the control of some evil master. They are
foreheads. Satyrs love food, song and dance, especially near mindless and can follow simple orders at best. Giant
alcoholic drinks (and prize the finest wines above all else). skeletons are usually made from the bones of ogres or hill
giants and are similar to their man-size cousins, but are
Satyrs all possess an instrument, usually set of pan pines, a harder to turn and kill.
flute or lute. When playing an instrument they can create
an effect in a 30 foot radius similar to sleep or charm SLUG, GIANT* (Animal, Neutral)
person if the listener fails a saving throw vs. Wands (if the Armor Class: 8[12]
satyrs find no interest or the visitors are rude they will use Hit Dice: 12* (L)
sleep and pocket a few trinkets from the offenders, Move: 120’(40’)
otherwise they will use charm, especially if there are Attacks: bite or spit
beautiful females in the group). Damage: 2-12 or 6-36
No. Appearing: 1-3 (2-8)
Some satyrs are gifted with the ability to see the future Save As: Fighter 6
events and can be bargained with to share their knowledge Morale: 8
(although the party and the orgy to follow will need to be These tremendously large masses of slimy, rubbery flesh
epic in proportion to divulge the secrets of the future!). are resistant to blunt weapons. In addition to their powerful

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bite, giant slugs can spit their acidic saliva (one target at a choosing to betray and kill (no longer than for 1 week,
time). The base range for spitting is 60 feet, and within this however).
range the slug’s spittle will be 50% likely to hit (no to-hit
roll required). For every additional 10 feet of range, the When a spirit is nearby, the temperature is chillingly cold
chance to hit decreases by 10%. On its first spitting attack, and plants wither and die, tell-tale signs trouble is about to
the slug only has a 10% chance to hit within 60 feet, and happen. In any form or body, spirits can use telekinesis at
no chance of hitting beyond that range. Some giant slugs will (2000 cns limit). Only magical weapons can harm a
might have more or less virulent acidity (thus changing the spirit.
damage inflicted).
SWORD-WRAITH* (Undead, Chaotic)
SPIDER, GIANT (Insect, Neutral) Sword Wraith Anim. Weapon
Blade Ether Armor Class: 2[18] 8[12]
Armor Class: 4[16] 3[17] Hit Dice: 7** 3 (10 hp)
Hit Dice: 4+2* (M) 6+2** (M) Move: 90’(30’) 90’(30’)
Move: 90’(30’) 180’(60’) Attacks: 2 weapon by weapon
Attacks: 2 blades/bite bite Damage: by weapon x2 by weapon
Damage: 1-8x2/1+poison 1-6x2/poison No. Appearing: 1 (1) 1-3 (1-3)
No. Appearing: 1-6 (1-12) 1-4 (2-16) Save As: Fighter 2 Fighter 6
Save As: Fighter 2 Fighter 6 Morale: 10 7
Morale: 10 9 Sword-wraiths are spirits of powerful, evil fighting-men that
Blade spiders are 4 feet in diameter and aggressive hunters, cannot find rest after death. Because of their powerful will,
but with a mild poison (+1 to saving throws, 1-6 damage on their death their spirit inhabits a magical weapon they
on a failed save). Blade spiders surprise with a 4-in-6 died fighting with.
chance due to their color blending with stone and earth.
The DM should determine the type of weapon and its
Similar to blade spiders in size, ether spiders also have light magical abilities randomly (so there are mace-wraiths,
blue markings and the ability to shift in and out of phase dagger-wraiths, etc), but it will always be a melee weapon.
with their surroundings (similar to a blink dog) when they
attack, making combating them difficult. In combat, the sword-wraith will use any special abilities of
the weapon it inhabits to the best of its ability. In addition,
SPIRIT* (Undead, Chaotic) the sword-wraith projects an aura in a 10' radius around
Armor Class: -1[21] itself that causes up to three unattended weapons on
Hit Dice: 10*** (S-L) attackers to animate and attack the sword-wraith's enemies.
Move: 90’(30’) fly As an undead creature, sword-wraiths are immune to
Attacks: touch charms and sleep spells and only affected by magical
Damage: 1-10 + energy drain 2 levels weapons.
No. Appearing: 1 (1-2)
Save As: Fighter 10 TIGRAN (Humanoid, Neutral)
Morale: 11 Armor Class: 5[15]
Similar to ghosts, spirits are the hateful remains of evil souls Hit Dice: 1+1 (M)
of powerful mortals that refuse to go to the afterlife. Their Move: 150’(50’)
intense hate and power allows them to remain in both Attacks: claw/claw or weapon
worlds and draw on the energies of the living to survive on Damage: 1-3/1-3 or by weapon
as undead. No. Appearing: 1-8 (10-40, C)
Save As: Fighter 1
Spirits are incorporeal and can attack creatures that are Morale: 9
material and ethereal at the same time. They create Tigrans are a race of feline-headed humanoids that can be
ectoplasmic strands that whip and slam their opponents, found in almost any climate. While they prefer naturally-
inflicting damage and energy draining the life away. beautiful surroundings, they will carve a civilization for
themselves wherever they can find space. The villages and
Their most feared ability is that of possession - they attempt cities of tigrans fit in well with their surroundings and
to overcome their victim with a powerful mental attack enhance the view and harmony in a pleasing way that
(saving throw vs. Spells negates) and if successful, the usually strikes non-tigran visitors with awe.
creature ‘disappears’, riding in its victim until a time of its

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D&D Companion Monsters

Tigrans live with their these creatures vary considerably in powers and
surroundings, changing as personalities from one to the next and usually exemplify
little as possible to the one specific trait, such as great strength, or magical ability,
natural area and have a or smithing, etc. Titans are immune to normal weapons
deep sense of honor, and can throw boulders at range.
justice and tradition. The
laws they live by are TROLLKIN (Humanoid, Neutral)
applied to all in their Armor Class: 7[13]
society and used to the Hit Dice: 3+3*(G)
benefit of their people. Move: 120’(40’)
Adventuring tigrans are Attacks: serrated axe or spiked club
sometimes misunderstood Damage: 2-9 or 2-7
by other races because of No. Appearing: 1-6 (1-2, C)
their honor-beliefs and Save As: Fighter 3
their sense of ‘right’, but Morale: 9
most tigrans will try to Trollkin are born from the nightmarish union of troll and
understand the ways of the man. Smaller than a typical troll, trollkin appear more man-
other races before passing like, but the tell-tale fangs and swarthy skin are dead
judgment on them. giveaways to their trollish heritage. Trollkin usually rise to
positions of power in the tribe that raises them, using their
Tigrans stand about 5 feet tall, covered in short fur that man-like intelligence to manipulate the tribe to their own
comes in a variety of colors and types. Due to their ends (much to the chagrin of the settlements near such a
superior vision and sense of smell, tigrans can see twice as tribe).
well as a human in low light and inflict a -1 penalty to other
creature’s chance to surprise them. Trollkin stand about 7-1/2 feet tall and can pass for large
humans if not scrutinized too closely. Trollkin regeneration
TITAN* (Giant, Any) is weaker than a regular troll’s - they regenerate 1 hit point
Armor Class: -3[23] per round (except for fire and acid damage) but only while
Hit Dice: 25-30******(G) at above 0 hit points.
Move: 150’(50’)
Attacks: fist or weapon TUNNEL HORROR (Monster, Chaotic)
Damage: 4-24+24 Armor Class: 2[18]
No. Appearing: 1-2 (3-12, D) Hit Dice: 7*(L)
Save As: Fighter 25 Move: 120’(40’) / 60’(20’) burrow
Morale: 11 Attacks: 4 claws + gaze
Titans are mythological creatures almost as powerful as Damage: 3-8 each + confusion
gods. Sages and madmen both speculate that the gods No. Appearing: 1-6 (1-6, C)
themselves did not create reality, but that an elder race Save As: Fighter 7
akin to the race of creatures known as titans, created Morale: 10
existence in the Time Before. These beings, called Greater Inhabiting the dark places under the earth, tunnel horrors
Titans by some, also created their children the titans to are large, bug-like terrors best avoided by those that know
enjoy the worlds of their creation. Whether this is truth or of their existence. Tunnel horrors are beetle-like creatures
conjecture is a matter known only to the titans and the that walk upright on four thick legs, their other four legs
gods themselves. ending in wickedly sharp and strong pick-like claws. They
can feel the vibrations of creatures moving on stone (a type
A titan looks like a perfect human, but larger than a storm of tremor-sense) within 200 feet.
giant. Most dress in flowing togas, gowns and robes and
take their cultural influences and combat styles from the Tunnel horrors have a small fanged jaw as well and a
early Greek peoples. Most are peaceful creatures, but just single, compound eye on their heads. Their eye glows with
as they are larger than life, they live through larger than life a soft luminescence and at a distance can be mistaken for a
emotions and motivations. faint lantern.

A titan has 2 spells of each spell level from 1st to 7th level In combat, those looking at the eye (a 6 or less on a d12,
arcane spells and 1st to 5th level divine spells. The DM modified by Dexterity and Wisdom adjustments unless the
might choose to substitute other magical abilities for spells- attacker is avoiding looking at the monster's upper half,

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Monsters D&D Companion

thereby suffering a -2 penalty on 'to hit' rolls) suffer the WISP* (Monster, Chaotic)
same effects as a confusion spell for 1d- rounds, plus the Armor Class: -8[28]
difference of the failed saving throw vs Wands. Hit Dice: 12***(M)
Move: 180’(60’) fly
They can burrow through solid rock at the rate of 20 feet Attacks: lightning bolt
per round. A favorite tactic of tunnel horrors is to wait Damage: 2-12
behind a wall of rock a few feet thick and then burst No. Appearing: 1 (1-2, C)
through when the feel something approach the other side, Save As: Fighter 12
gaining a +1 surprise bonus. Morale: 9
Will o’ wisps are phantom-like shapes of eerie light,
WHISPERING DEMON* (Type III Demon, Chaotic) creatures that live in dangerous places and try to lure
Armor Class: 3[17] travelers into quicksand, off the edges of cliffs, etc. They
Hit Dice: 7***(M) usually inhabit swamps or high moors. They can brighten
Move: 90’(30’) / 150’(50’) fly or dim their own luminescence, and change their shapes as
Attacks: 2 claws/bite or spell-like well, to appear as a group of lights, a wisp of light, or in the
Damage: 1-6 each/energy drain glowing wraithlike shape of a human (often female). They
No. Appearing: 1-4 (1-10, C) will generally depart if the attempt to lead victims into
Save As: Fighter 7 danger fails, but if they are attacked they can defend
Morale: 7 themselves with violent shocks of lightning-like power.
Like corruptor These creatures are intelligent, and can be forced to reveal
demons, whispering the location of their treasure hoards.
demons (also known
as Succubus) are ZOMBIE, VARIANT (Undead, Chaotic)
temptresses of Giant Lord
mortals, usually Armor Class: 8[12] 6[14]
posing as prostitutes Hit Dice: original+1 4+2
or ‘damsels in Move: 90’(30’) 90’(30’)
distress’ who are Attacks: fist fist or weapon
‘very grateful’ for Damage: 2-16 2-9
their rescue. Their No. Appearing: 1-4 (1-6) 1 (1, A)
natural appearance Save As: varies Fighter 4
is that of an exotic Morale: 10 7
woman with hoofed Zombies are merely animated, near mindless corpse
feet, sharp claws creatures, the walking dead. The standard zombie is simply
and large bat-like a corpse animated to do its creator’s bidding. They walk
wings. They have stiffly with a lolling gait, but have no special abilities in
the ability to change their appearance at will (similar in combat besides pummeling their opponents to death. They
effect to polymorph self) to resemble the female of any feed on the living when they can, but confer no curses or
humanoid species. As temptresses, their main goal is to bed disease on their unfortunate victims.
any male they can (and sometimes females), promising
him ‘the world’ and while giving it to him draining the life Zombie Lords are zombies that have fed on the remains of
from him (energy draining as a spectre) through their ‘love powerful creatures. They become free-willed and lowly
bites’. intelligent. If a zombie lord kills an opponent, it will rise as a
common zombie one week later under the zombie lord’s
Noticing the effect in the throws of passion requires rolling control.
4d6 against Wisdom. Being completely drained damns the
person to the Lower Planes for his afterlife. Whispering Monster Spellcasters
demons have the abilities to implant a suggestion 3 times Some monster races have spellcasters just as the human
per day and through a ‘seductive dance’ weave a hypnotic and demihuman races do. If they exist, these monster
pattern. While not as respected in demonkind as other spellcasters are rarely encountered outside of the lair.
types, whispering demons provide a steady flow of damned
souls to the Lower Planes. Most monster spellcasters are advisors to monster chieftains
and administer the ‘good word’ to their tribe. Each tribe
that has a Cleric/Shaman spellcaster may follow the same
Deity or Demonlord but each tribe has their own take on
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D&D Companion Monsters

how to best serve. Among the more war-like monsters this TEMPLATES
can spark holy wars among different tribes. Some monsters can be made by adding ‘a little extra’ to an
existing monster. This is called Templating. Monsters are
Monster spellcasters have the same base statistics as a not PCs and have no defined ‘at this HD they get that
normal member of their race. For every spellcaster level ability’. DMs are free to vary their monsters as they wish to
they have they gain 2-5 hitpoints and for every 2 make their games dramatic and enjoyable for their players.
spellcaster levels they attack and save as if they have an The templates given hereafter are basics to apply or modify
additional Hit dice and gain an asterisk (*). as each DM sees fit. Number appearing is as many as the
DM deems appropriate, but usually only 1-3.
War-like monster spellcasters will favor combat spells.
CELESTIAL MONSTER (Planar, Lawful)
Race Book Class Number Levels Armor Class: same as original
Bugbear B32 35% Cleric 1-4 2-5 Hit Dice: as original (size remains same)
15% M-U 1-2 2-4 Move: as original
Doppleganger B33 25% M-U 1-2 2-8 Attacks: same as original
Dwarf B35 15% Cleric 2-4 2-7 Damage: as original, see below
Elf B35 15% Cleric 1-3 2-5 No. Appearing: special
Save As: Fighter equal to HD
Gnoll B35 35% Cleric 1-4 2-5
Morale: +1
Gnome B35 50% Cleric 2-8 2-7
Celestial creatures populate the ‘upper’ planes most of the
75% M-U 2-7 2-7 time, but the more intelligent can be found anywhere on
Goblin B36 20% Cleric 2-8 2-5 the planes. These creatures are the reincarnated spirits of
5% M-U 1-4 2-4 the dead that have lived good lives and this template can
Halfling B36 20% Druid 1-6 2-7 be applied to any living creature.
Hobgoblin B36 25% Cleric 1-4 3-6
15% M-U 1-2 2-6 Celestial monsters have the following abilities in addition to
Kobold B37 30% Cleric 1-10 2-5 their normal abilities:
 Smite Evil: once per combat a celestial monster
15% M-U 1-6 2-4
can make one of his attacks into a smite attack.
Lizard Man B38 75% Druid 1-6 2-7 This inflicts additional damage to a chaotic
30% M-U 1-4 3-6 opponent equal to the celestial monster’s HD.
Minotaur B39 15% Cleric 1 2-7  Limited Resistances: Celestial monsters reduce the
20% M-U 1 3-6 damage from cold and lightning-based attacks by
Neanderthal B39 75% Cleric 1-4 2-7 1 point per die.
50% M-U 1-2 2-7  Immunity to Non-magical Weapons (4+ HD)
Ogre B40 15% Cleric 1 2-4  Full Resistances (8+ HD): Celestial monsters of
Orc B40 45% Cleric 1-6 2-7 this power improve their limited resistances to cold
and lightning-based damage to reduce it by half.
15% M-U 1-4 2-7
 Resistance to Magic (12+ HD): Before any
Troglodyte B44 15% Cleric 1-4 2-5
allowed saving throws, there is a 50% chance any
15% M-U 1-2 2-5 spell cast at or including the celestial monster in it
Centaur X28 45% Druid 1-4 2-8 does not affect it. Every level of the spell used
15% M-U 1-2 2-7 improves the caster’s chance by +5%.
Dryad X30 50% Druid 1 2-5
Giant X32 60% Cleric 1 2-7 DEMONIC MONSTER (Planar, Chaotic)
10% M-U 1 2-7 Armor Class: same as original
Treant X40 90% Druid 1 3-12 Hit Dice: as original (size remains same)
Move: as original
Troll X41 15% Cleric 1 2-5
Attacks: same as original
10% M-U 1 2-5
Damage: as original, see below
No. Appearing: special
Save As: Fighter equal to HD
Morale: +1
Demonic creatures populate the ‘lower planes most of the
time, but the more intelligent can be found anywhere on

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Monsters D&D Companion

the planes. These creatures are the reincarnated spirits of ETHEREAL MONSTER (Planar, as original)
the dead that have lived evil lives and this template can be These creatures are similar to their Prime Material
applied to any living creature. counterparts. They move through the Ether as easily as one
would move through the normal plane. It is possible they
Demonic monsters have the following abilities in addition have an ability similar to a blink dog (X28) or displacer
to their normal abilities: beast (X30) or other similar defensive magic-like ability.
 Smite Good: once per combat a demonic monster
can make one of his attacks into a smite attack. GARGANTUAN MONSTER (as original, as original)
This inflicts additional damage to a lawful Armor Class: 2 worse than original
opponent equal to the demonic monster’s HD. Hit Dice: original x6 (increase 2 sizes)
 Limited Resistances: Demonic monsters reduce the Move: original x2
damage from cold and fire-based attacks by 1 Attacks: same as original
point per die. Damage: original x3
 Immunity to Non-magical Weapons (4+ HD) No. Appearing: 1 (1, treasure type x3)
 Full Resistances (8+ HD): Demonic monsters of Save As: Fighter at 1/2 of new HD
this power improve their limited resistances to cold Morale: 12
and fire-based damage to reduce it by half. Mad wizards and some gods experiment constantly with
 Resistance to Magic (12+ HD): Before any mortal races. Usually these experiments are to create larger,
allowed saving throws, there is a 50% chance any more powerful versions of the original monster race.
spell cast at or including the demonic monster in it Sometimes these creatures escape and wreak havoc until
does not affect it. Every level of the spell used they can be stopped by armies and adventurers.
improves the caster’s chance by +5%.
GIANT ANIMAL or INSECT (as original, as original)
DRACONIC MONSTER (Dragon, Any) Armor Class: 2 worse than original
Armor Class: as original -4[+4] Hit Dice: original x2 (increase 1 sizes)
Hit Dice: as original (size remains same) Move: original x2
Move: see below Attacks: same as original
Attacks: see below Damage: original x2
Damage: see below No. Appearing: 1-4 (2-12, treasure type x2)
No. Appearing: special Save As: Fighter at 1/2 of new HD
Save As: Fighter equal to HD Morale: as original +1
Morale: same as original, +1 Nature selects the strongest and most healthy creatures to
Because of the ability of some dragons to take other forms, survive and continue the species. This produces larger,
they have the ability to mate with other species, infusing smarter, stronger members of the species that are better
the draconic bloodline with other races. This template can adapted to survive.
be applied to any non-dragon living creature.
BEYONDER MONSTER (Planar, Chaotic)
Draconic monsters have the following additional abilities: Armor Class: 4 better than original
 Movement: If the base monster is Larger than Hit Dice: as original x1.5 (no size change)
man-size, they gain wings and a fly movement of Move: as original x2
150’(50’). Attacks: same as original
 Attacks: If the base monster has claws and bite Damage: original x2
attacks it inflicts +2 points of damage to each. If No. Appearing: special
not it gains the ability to make claw attacks at 1-6 Save As: Fighter at double HD
points (small), 1-8 points (medium) or 2-12 Morale: +2
(large+) and bite attacks at 1-8 points if it chooses. Horrific monsters from the Realm Beyond. These monsters
 Breath Weapon: Draconic monsters have the resemble familiar things but are more bloated with fanged
ability to use the trademark breath weapon of their maws, eyestalks and tentacles instead of various limbs and
dragon parent 1/ day. Damage is 2-12 points per 3 other appendages that don’t have any combat value but
HD of the monster and covers an area equal to a make the creature look menacing and horrifying.
small-size dragon, saving throw vs. Breath
Weapon for half damage. Beyonder monsters have the same abilities as Demonic
 Immunities: Draconic monsters are immune to monsters. In addition they generate an aura of fear,
sleep and charm spells and effects, as well as causing PCs to imagine they see shadowy things in corners,
damage based on their breath weapon type. hear things, etc.

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Part 7: Treasure

Gem Table (Roll d% for type, then 1d12 for value)


Roll Gem Type Value (1-8) Value (9) Value (10) Value (11) Value (12)
01 - 30 Rock Crystal 10 25 50 75 100
31 - 35 Smokey Quartz 50 75 100 150 200
36 - 40 Obsidian 10 50 100 200 300
41 - 45 Azurite 10 50 100 200 400
46 - 50 Malachite 10 50 100 250 500
51 - 55 Bloodstone 50 75 100 250 500
56 - 60 Moonstone 50 100 250 500 1,000
61 - 70 Alexandrite 100 200 400 800 1,600
71 - 80 Garnet 100 250 500 1,000 2,000
81 - 85 Topaz 500 750 1,000 1,500 3,000
86 - 90 Star Rose Quartz 50 100 500 1,000 5,000
91 - 95 Small Diamond 250 500 750 1,000 2,000
96 Fire Opal 1,000 2,000 3,000 4,000 5,000
97 Sapphire 1,000 2,500 5,000 7,500 10,000
98 Ruby 1,000 2,500 5,000 10,000 25,000
99 Emerald 1,000 3,000 6,000 12,000 25,000
00 Diamond 5,000 10,000 25,000 50,000 100,000
The DM can assign 1 roll and divide the GP value among the number of gems found or can roll out each individual gem.

Jewelry Table (1d12 for type, 1d12 for gp value)


Roll Jewelry Type Value (1-8) Value (9) Value (10) Value (11) Value (12)
1 Circlet 1,000 2,250 3,500 4,750 6,000
2 Bracelet 25 50 100 150 200
3 Torc / Choker 35 70 150 300 600
4 Necklace 25 75 125 250 500
5-6 Brooch / Pin 10 25 50 75 100
7-8 Buckle 100 200 300 400 500
9 Earrings 50 100 150 200 250
10 Armband 100 200 400 800 1,600
11 Ring 50 100 200 400 800
12 Diadem 2,000 4,500 7,000 9,500 12,000
Made of (roll 1d10) - Coral (1), Copper (2-3), Bronze (4-5), Silver (6-8), Gold (9) or Platinum (10). 2-in-6 chance for
jewelry to have a gem or small gemstones setting. Roll on the gem table for gem type. Add the values together.

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Treasure D&D Companion

General Magic
d% Roll Magic Subtable
01 - 25 Swords
26 - 30 Armor
31 - 35 Miscellaneous Weapons
36 - 55 Potions
56 - 85 Scrolls
86 - 90 Rings
91 - 95 Rod/Staff/Wand
96 - 00 Miscellaneous Magic

Magic Weapons & Armor Bonus


Basic Expert Companion Weapon Armor Additional Cost
01 - 08 01 - 05 01 - 05 Cursed -2 Cursed AC 9 - -
09 - 16 06 - 10 06 - 10 Cursed -1 Cursed -1 - -
17 - 84 11 - 50 11 - 30 +1 +1 15% 10,000 gp
85 - 92 51 - 60 31 - 45 +1, +2* +1 - 15,000 gp
93 - 99 61 - 70 46 - 60 +1, +3* +2 - 20,000 gp
00 71 - 95 61 - 80 +2 +2 10% 40,000 gp
- 96 - 99 81 - 90 +2, +3* +3 - 50,000 gp
- 00 91 - 00 +3 +3 5% 90,000 gp

Weapons & Armor Type


d% Roll Armor Type d% Roll Sword Type d% Roll Miscellaneous Melee Weapon
01 – 05 Clothing/Robes 01 – 10 Sword, Bastard 01 - 10 Battle Axe
06 – 30 Leather Armor 11 – 50 Sword, Long 11 - 15 Hand Axe
31 – 35 Ring Mail Armor 51 – 60 Sword, Scimitar 16 Bullroarer Knife
36 – 40 Studded Leather Armor 61 – 90 Sword, Short 17 - 20 Club
41 – 65 Chain Mail Armor 91 – 00 Sword, Two-handed 21 - 30 Dagger
66 – 70 Chain Shirt Armor 31 - 35 Flail
71 – 75 Breastplate Armor d% Roll Miscellaneous Weapon Type 36 - 40 Hammer, War
76 – 80 Banded Mail Armor 01 – 03 2d8 Flight Arrows 41 Lance
81 – 83 Plate Mail Armor 04 – 06 2d8 Broadhead Arrows 42 - 52 Mace
84 – 85 Knight’s Plate Armor 07 – 09 2d4 Firearm Ammo 53 Pick
86 – 90 Helmet 10 – 12 2d6 Pellets, Crossbow 54 - 55 Pole-arm, Halberd
91 – 00 Shield 13 – 15 3d6 Bolts, Crossbow 56 - 57 Pole-arm, Longspear
16 – 19 2d6 Sling Bullets 58 - 59 Pole-arm, Morningstar
d% Roll Armor Size (Optional) 20 – 25 3d4 Darts 60 - 64 Sickle
01 – 30 Smaller than Man-size 26 – 35 Long Bow 65 - 80 Spear
31 – 45 Small, Powerful Build 36 – 45 Short Bow 81 - 90 Staff
46 – 90 Man-size 46 – 50 Crossbow 91 - 95 Trident
91 – 95 Man-size, Powerful Build 51 Pistol Firearm 96 - 00 Whip
96 – 00 Large 52 Rifle Firearm
53 – 55 Javelin
56 – 60 Sling
61 – 00 Miscellaneous Melee

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D&D Companion Treasure

Armor Sub-table: Additional Properties


Armor Helmet Shield Armor Type Value
01 01 01 Angelic Armor +9,750 gp
02 - 30 - - Armor of Blending +7,875 gp
31 - 02 Armor of Death +25,500 gp
32 - - Armor of the Forest +12,937 gp
33 - 35 - - Armor of the Mage +11,250 gp
36 - 40 - - Armor of Quickness +3,750 gp
41 - 44 - - Armor of Rest +2,000 gp
45 - 47 - 03 - 10 Armor of Shifting +10,500 gp
48 02 - 10 11 - 20 Casts 1st level spell +2,500 gp
49 11 - 15 21 - 25 Casts 2nd level spell +5,000 gp
50 16 26 Casts 3rd level spell +7,500 gp
51 17 27 Demonic Armor +9,750 gp
52 18 - 25 28 – 30 Dragon Armor +8,625 gp
53 - - Dwarven Plate +8,250 gp
54 - - Elven Chain +8,250 gp
55 - 68 - 31 Elemental Armor +10,875 gp
69 - 32 Ethereal Armor +27,375 gp
70 - 79 26 - 40 33 - 40 of Freefalling +4750 gp
80 - 83 41 - 45 41 of Glancing Blows (Type I) +22,250 gp
84 46 42 of Glancing Blows (Type II) +32,000 gp
- 47 - Helm of Fiery Brilliance +100,000 gp
- 48 - 65 - Helm of Reading +6,000 gp
- 66 - 70 - Helm of Teleportation +30,000 gp
- 71 - 75 - Helm of Free Action +18,000 gp
- 76 - 90 - Horned Helm +13,000 gp
85 - - Leaf Armor +8,625 gp
86 - 89 - - Serpent Armor +7,500 gp
- - 43 - 65 Shield of Arrow Deflection +9,375 gp
- - 66 - 80 Shield of Bashing +2,500 gp
- - 81 - 75 Shield of Reflection +12,500 gp
- - 86 Shield, Mirror +4,000 gp
- 91 - 95 87 - 90 Skull Cap +9,750 gp
90 - 00 - 91 - 00 Styptic Armor +6,250 gp
- 96 - 00 - Winged Helm +2,250 gp

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Treasure D&D Companion

Weapons Sub-table: Additional Properties


Melee Missile Weapon Type Value
31 - 32 31 - 32 Casts 1st level spell +2,500 gp
33 - 34 33 - 34 Casts 2nd level spell +5,000 gp
35 35 Casts 3rd level spell +7,500 gp
36 - 40 - Dancing Weapon +18,000 gp
41 - 47 36 - 40 Elemental Weapon +14,000 gp
- 41 - 47 Exploding Ammunition +5,000 gp
48 48 Extra Attacks +13,000 gp
- 49 of the Hornet Nest +7,000 gp
49 - 53 50 - 53 Impact / Sharpness +20,000 gp
- 54 - 60 Lightning Ammunition +5,000 gp
54 - 60 - Long-blade +19,000 gp
61 - Luckblade *
- 61 Piercing Missile +5,000 gp
- 62 - 70 of Flight +10,000 gp
- 71 of Returning +11,000 gp
- 72 - 80 of Seeking +5,000 gp
62 - 70 - Slaughtering Weapon +11,000 gp
71 81 - 82 of Speed +12,000 gp
72 - 80 83 - 89 Undead Bane +12,000 gp
81 - 82 - Vampiric Weapon +12,000 gp
83 - 85 - Venomous Weapon +11,000 gp
86 - Vicious Weapon +15,000 gp
87 90 - 96 Giant Slayer 120,000 gp
88 - Golem Slayer 1,250,000 gp
89 97 Dragon Slayer 1,280,000 gp
90 - 96 98 Holy Weapon 540,000 gp
97 - Life-draining 405,000 gp
98 - Vorpal Weapon 1,000,000 gp

Weapons Sub-table: Additional Bonus vs. Creature * It is recommended that player characters cannot create these
d% Roll Creature Type items, thus no gold value is given for them. If a character gives the
01 - 15 Dragons and Dragon-like item away to a non-party member with no past or future benefit
16 - 25 Giants and Ogres from it, award the group 50,000 xp as the treasure value for such
26 - 35 Kobolds and Goblins an item if you are awarding XP for gold.
36 - 38 Golems
39 - 45 Shapeshifters
46 - 59 Oozes and Slimes
60 - 65 Orcs
66 - 70 Other-planar Monsters
71 - 78 Regenerating Monsters
81 - 85 Reptiles
86 - 90 Spellcasters
91 - 95 Undead
96 - 00 Vermin and Insects

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D&D Companion Treasure

Scrolls Table
d% Scroll Type
01Roll
- 15 Spell Scroll: 1 spell (B) Spell scrolls’ values are the sum of the values of the individual
16 - 25 Spell Scroll: 2 spells (B) spell levels contained on the scroll:
26 - 31 Spell Scroll: 3 spells (B) 1st level spell: 100 gp
32 - 34 Spell Scroll: 5 spells (X) 2nd level spell: 400 gp
35 Spell Scroll: 7 spells (X) 3rd level spell: 900 gp
36 - 40 Cursed Scroll (B) 4th level scroll: 1,600 gp
41 - 45 Protection from Animals 5th level scroll: 2,500 gp
46 Protection from Demons 6th level scroll: 3,600 gp
47 Protection from Dragons 7th level scroll: 4,900 gp
48 - 53 Protection from Elementals (X)
54 - 56 Protection from Faeries To determine the type of spell scroll roll d%:
01-25 Cleric, 26-50 Druid, 51-00 Magic-user / Elf
57 - 66 Protection from Lycanthropes (B)
67 - 68 Protection from Magic (X)
Basic Levels (d100)
69 - 70 Protection from Poison
01 to 50 - 1st Level Spell
71 - 74 Protection from Undead (B)
51 to 87 - 2nd Level Spell
75 Protection from Vermin
88 to 00 - 3rd Level Spell
76 - 79 Treasure Map: up to 1d4 x1,000 gpv (B)
80 - 84 Treasure Map: up to 5d6 x1,000 gpv (X)
Expert Levels (d100)
85 - 86 Treasure Map: up to 6d6 x1,000 gpv (X)
01 to 25 - 1st Level Spell
87 - 88 Treasure Map: up to 5d6 x1,000 gpv and 5d6 gems (X)
26 to 50 - 2nd Level Spell
89 - 91 Treasure Map: 10d6 gems and 2d10 jewelry (X)
51 to 67 - 3rd Level Spell
92 Treasure Map: 1 magic item (B)
68 to 84 - 4th Level Spell
93 Treasure Map: 2 magic items (X)
85 to 93 - 5th Level Spell
94 Treasure Map: 3 magic items - no swords (X) 94 to 00 - 6th Level Spell
95 Treasure Map: 3 magic items +1 potion (X)
96 Treasure Map: 3 magic items +1 potion & 1 scroll (X) Companion Levels (d100)
97 Treasure Map: up to 5d6 x1,000 gpv and 1 magic item (X) 01 to 25 - 1st Level Spell
98 Treasure Map: 5d6 gems and 2 magic items (X) 26 to 42 - 2nd Level Spell
99 Double-strength Protection Scroll (roll 1d10 for type) 43 to 59 - 3rd Level Spell
00 Triple-strength Protection Scroll (roll 1d10 for type) 60 to 75 - 4th Level Spell
76 to 84 - 5th Level Spell
85 to 93 - 6th Level Spell
Protection Scrolls have a basic value of 1,000 gp, double-strength 2,000 gp 94 to 00 - 7th Level Spell
and triple-strength 4,000 gp.

Random Scroll Composition and Container


d% Scroll Composition Scroll Container
01 - 10 Cured Hide/Skin Portable Scroll Rack (holds 20)
11 - 30 Clay Tablet Leather Scroll Bag (holds 10)
31 - 65 Vellum Bone Scroll Tube
66 - 80 Papyrus Wooden Belt Case (holds 5)
81 - 90 Cured Leather Leather Scroll Tube
91 - 00 Tightly Woven Plant Fiber Tin Scroll Tube

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Treasure D&D Companion

Magical Rings
d% Roll Ring Type Value
Potions
01 - 03 Acid Resistance 10,000 gp
d% Roll Potion Type Value
04 Augmented Healing 50,000 gp
01 - 03 Clairaudience (X) 450 gp
05 - 09 Cold Resistance 10,000 gp
04 - 06 Clairvoyance (X) 450 gp 10 Conjuration 15,000 gp
07 - 09 Control Animal (X) 150 gp 11 - 13 Control Animal (B) 10,000 gp
10 - 11 Control Dragon (X) 900 gp 14 - 16 Control Human (X) 10,000 gp
12 - 13 Control Giant (X) 600 gp 17 Control Mammal 10,000 gp
14 - 15 Control Human (X) 150 gp 18 - 19 Control Plant (X) 36,000 gp
16 - 17 Control Plant (X) 1,050 gp 20 Control Reptile 4,000 gp
18 - 19 Control Undead (X) 750 gp 21 - 26 Delusion (X) -
20 - 21 Cure Disease 450 gp 27 Djinni Summoning (X) 490,000 gp
28 - 29 Evocation 50,000 gp
22 - 24 Delusion (B) -
30 - 40 Fire Resistance (B) 40,000 gp
25 - 27 Diminution (B) 150 gp
41 Freedom 160,000 gp
28 - 29 ESP (B) 300 gp
42 Holiness 20,000 gp
30 - 31 Extra-healing 450 gp
43 Invisibility (B) 200,000 gp
32 - 36 Flying (X) 450 gp
44 Life Protection 160,000 gp
37 - 39 Gaseous Form (B) 300 gp 45 - 49 Lightning Resistance 90,000 gp
40 - 44 Giant Strength (X) 600 gp 50 Mystic Healing 100,000 gp
45 - 46 Growth (B) 150 gp 51 Poison Resistance 40,000 gp
47 - 48 Healing (B) 450 gp 52 - 61 Protection +1 (B) 10,000 gp
49 - 50 Heroism (X) 450 gp 62 - 64 Protection +1, 5 ft radius (B) 25,000 gp
51 - 55 Infravision 450 gp 65 - 66 Protection +2 40,000 gp
56 - 57 Invisibility (B) 300 gp 67 - 68 Protection +3 90,000 gp
58 - 59 Invulnerability (X) 1,350 gp 69 Quickness 90,000 gp
70 Regeneration (X) 360,000 gp
60 - 62 Healing (B) 150 gp
71 Shielding 15,000 gp
63 - 64 Levitation (B) 300 gp
72 Shocking Grasp 30,000 gp
65 - 66 Longevity (X) 1,050 gp
73 Shooting Stars 160,000 gp
67 - 68 Neutralize Poison 600 gp
74 Sight 250,000 gp
69 - 71 Poison, Deadly (B) 600 gp
75 Spell Storing (X) 810,000 gp
72 - 73 Poison, Paralytic 300 gp 76 Spell Turning (X) 490,000 gp
74 - 75 Pure Waters 150 gp 77 Spellcraft 810,000 gp
76 - 77 Reading Languages 150 gp 78 - 82 Telekinesis 250,000 gp
78 - 80 Resist Acid 150 gp 83 Warriors 10,000 gp
81 - 83 Resist Cold 150 gp 84 - 88 Water Walking (B) 90,000 gp
84 - 85 Resist Fire (X) 300 gp 89 - 97 Weakness (B) -
86 - 87 Resist Lightning 450 gp 98 Wishes, Limited *
88 - 89 Slipperiness 150 gp 99 Wishes, Full (X) *

90 - 94 Speak with Animals 300 gp 00 X-ray Vision (X) 120,000 gp


*Either 490,000 gp (Limited) or 810,000 gp (Full) per Wish
95 - 96 Spider Climbing 150 gp
97 - 98 Treasure Finding (X) 450 gp
99 - 00 Water Breathing 350 gp

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D&D Companion Treasure

Rod / Staff / Wands Miscellaneous Magic Items, Basic Level


d% Roll Rod / Staff / Wand Type Value d% Roll Miscellaneous Magic Type Value
01 Blast Rod 30,375 gp 01 - 05 Amulet of Recovery 30,000 gp
02 - 03 Rod of Absorbing 30,375 gp 06 Armbands of Deflection +1 24,000 gp
04 - 06 Rod of Cancellation (B) 2,250 gp 07 - 08 Armbands of Healing 12,000 gp
07 - 09 Rod of Health 6,000 gp 09 Arrow of Direction 18,000 gp
10 - 14 Rod of Illumination 3,375 gp 10 Bag of Devouring (B) -
15 - 16 Rod of Leadership 6,000 gp 11 - 15 Bag of Holding (B) 54,000 gp
17 - 23 Rod of Prestidigitation 187 gp 16 - 18 Balance of Conversion 6,000 gp
24 Rod of Smiting 15,312 gp 19 Belt of Fortitude (13) 6,000 gp
25 - 27 Rod of Weapons 24,000 gp 20 - 24 Beltpouch of Security 6,000 gp
28 - 34 Snake Staff (B) 35,000 gp 25 - 29 Bones of Turning 300 / bone
35 - 42 Spell Wand, level 1 250 gp 30 - 34 Boots of Elvenkind (B) 12,000 gp
43 - 48 Spell Wand, level 2 1,000 gp 35 - 37 Boots of Traveling and Leaping (X) 6,000 gp
49 - 52 Spell Wand, level 3 2,250 gp 38 Boots of Stomping -
53 - 54 Spell Wand, level 4 4,000 gp 39 Bracers of Archery 6,000 gp
55 Staff of Commanding (X) 25,000 gp 40 - 44 Bracers of Armor AC 7[13] 6,000 gp
56 Staff of Cold 30,000 gp 45 Bracers of Defenselessness -
57 Staff of Fire 30,000 gp 46 Bridle of Communication 12.000 gp
58 - 59 Staff of Healing (B) 25,000 gp 47 Chime of Opening 12,000 gp
60 Staff of Life 35,000 gp 48 - 52 Cloak of Elvenkind (B) 6,000 gp
61 Staff of Nature 45,000 gp 53 - 57 Crystal Ball (B) 18,000 gp
62 - 64 Staff of Power (X) 60,000 gp 58 Decanter of Endless Water 24,000 gp
65 - 67 Staff of Striking (X) 15,000 gp 59 Deck of Illusions 3,000 gp
68 Staff of Withering (X) 35,000 gp 60 Drum of Panic (X) 24,000 gp
69 Staff of Wizardry (X) 75,000 gp 61 Dust of Appearance 24,000 gp
70 Wand of Cold (X) 2,250 gp 62 Dust of Disappearance 18,000 gp
71 - 75 Wand of Detection (enemies, B) 375 gp 63 Dust of Sneezing and Choking -
76 - 80 Wand of Detection (metal, X) 375 gp 64 - 65 Figurine of the Onyx Dog 30,000 gp
81 - 85 Wand of Detection (magic, B) 375 gp 66 Gauntlets of Dexterity (13) 6,000 gp
Wand of Detection (secret 67 Gauntlets of Gracefulness -
86 - 90 375 gp
doors, X) 68 - 72 Gauntlets of Strength (13) 6,000 gp
91 - 95 Wand of Detection (traps, X) 1,500 gp 73 Gauntlets of Swimming and Climbing 6,000 gp
96 Wand of Fear (X) 250 gp 74 Harp of Charming 30,000 gp
97 Wand of Illusion (X) 2,250 gp 75 - 79 Horn of Blasting (X) 24,000 gp
98 Wand of Negation (X) 2,250 gp 80 Horn of Valhalla (Silver) 6,000 gp
99 Wand of Paralyzing (B) 1,000 gp 81 - 83 Horseshoes of Speed 18,000 gp
00 Wand of Polymorph (X) 5,000 gp 84 Jug of Alchemy 24,000 gp
85 Luckstone 18,000 gp
86 - 90 Medallion of ESP, 30’ (B) 12,000 gp
91 Monocle of Magnification 6,000 gp
92 - 94 Quill of Copying 6,000 gp
95 - 97 Rope of Climbing (B) 6,000 gp
98 Slate of Analyzing 12,000 gp
99 - 00 Roll on Expert Level Table -

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Treasure D&D Companion

Miscellaneous Magical Items, Expert Level Miscellaneous Magical Items, Companion Level
d% Roll Miscellaneous Magic Type Value
d% Roll Miscellaneous Magic Type Value
01 - 15 Roll on Basic Level Table -
01 - 25 Roll on Expert Level Table -
16 - 18 Armbands of Deflection +2 48,000 gp
26 - 30 Armbands of Deflection +3 96,000 gp
19 Amulet against Scrying (X) 18,000 gp
31 Amulet of Demon Control 36,000 gp
20 - 24 Beads of Prayers 48,000 gp
32 - 34 Belt of Fortitude (18) 24,000 gp
25 - 29 Beaker of Potions 36,000 gp
35 Bracers of Armor AC 3[17] 30,000 gp
30 Belt of Fortitude (16) 12,000 gp
36 - 40 Censer of Controlling Elementals 36,000 gp
31 - 33 Boots of Carrying 12,000 gp
41 - 45 Censer of Hostile Elementals -
35 - 37 Boots of Dancing -
46 Crown of Glory 125,000 gp
38 Boots of Levitation (X) 12,000 gp
47 Deck of Many Things 150,000 gp
39 Boots of Speed (X) 18,000 gp
48 - 53 Gauntlets of Dexterity (18) 24,000 gp
40 Bracers of Armor AC 5[15] 18,000 gp
54 - 56 Gauntlets of Strength (18) 24,000 gp
41 - 44 Broom of Flying (B) 6,000 gp
57 - 66 Gem of Seeing 36,000 gp
45 Crown of Leadership 51,000 gp
67 - 68 Girdle of Giant Strength (Type II) 50,000 gp
46 Crystal Ball with Clairaudience (X) 36,000 gp
69 - 70 Girdle of Titan Strength 100,000 gp
47 Crystal Ball with ESP (X) 24,000 gp
71 - 74 Horn of Valhalla (Iron) 30,000 gp
48 - 52 Deck of Chance 12,000 gp
75 - 78 Jewelry of Attacks -
53 - 57 Displacer Cloak (X) 18,000 gp
79 Lenses of Charming 12,000 gp
58 Efreeti Bottle (X) 30,000 gp
80 Libram (Level Gain) *
59 Figurine of the Golden Lion 42,000 gp
81 Manual of Beneficial Exercise *
60 Flying Carpet (X) 18,000 gp
82 - 90 Manual of Golems 124,000 gp
61 Gauntlets of Dexterity (16) 12,000 gp
91 Manual of Intelligence *
62 Gauntlets of Strength (16) 12,000 gp
92 Manual of Quickness *
63 Gem of Flaws -
93 Manual of Leadership and Influence *
64 Girdle of Giant Strength (Type I,X) 25,000 gp
94 Runestones of Ioun 36,000 gp
65 Horn of Collapse -
95 Portable Hole 108,000 gp
66 Horn of Plenty 18,000 gp
96 Prayer Beads of the Ages *
67 Horn of Valhalla (Bronze) 18,000 gp
97 Robe of Eyes 36,000 gp
68 - 72 Lyre of Construction 18,000 gp
98 Robe of Wizardry 66,000 gp
73 Magical Tower 42,000 gp
99 Scarab of Insanity and Deformity -
74 Medallion of ESP, 30’ (X) 12,000 gp
00 Wheel of Fortunes *
75 - 79 Mirror of Mental Scrying 48,000 gp
* It is recommended that player characters cannot create these
80 Necklace of Firebaubles 36,000 gp
items, thus no gold value is given for them. If a character gives
81 - 83 Pipes of the Sewers 18,000 gp
the item away to a non-party member with no past or future
84 Robe of Blending 24,000 gp
benefit from it, award the group 50,000 xp as the treasure value
85 Rope of Entanglement -
for such an item if you are awarding XP for gold.
86 Scarab of Death -
87 - 91 Scarab of Protection (X) 6,000 gp
92 - 94 Spade of Excavation 24,000 gp
95 - 97 Square Wheel 12,000 gp
98 Wheel of Buoyancy 6,000 gp
99 - 00 Roll on Companion Level Table -

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D&D Companion Treasure

SWORDS, MAGICAL WEAPONS & ARMOR


As noted in the Dungeons & Dragons Basic and Expert
rulesets, weapons have a basic + or - on to hit rolls and
damage rolls; in the case of armor a magical bonus or
penalty adjusts the character’s AC. An armor or shield
noted as AC 9 Armor is cursed and sets the wearer’s base
armor class to 9 regardless of other AC modifiers.

Unless otherwise noted, magical armor does not resize itself


to fit any wearer, being fit only for 1 size class of creature.
Magical armor does weigh half as much as normal armor.
donning this armor find it protects as well as Plate Mail
The level of the weapon or armor to be generated is but weighs as much as Chain Mail.
determined by the ‘Basic, Expert, Companion’ columns. Armor of the Mage: This Cloth Armor/Robes grants the
wearer a +1 bonus to saving throws versus Spells,
while his enemies suffer a -2 penalty to saving throws
Weapons generated with a secondary bonus (*) have the vs Spells versus the wearer’s spells. Usable By: Magic-
better bonus when used against a certain monster type. users and Elves.
Armor of Quickness: A suit of this armor grants its wearer
Lastly, some weapons have a chance for an additional an additional 5 feet of land movement each round.
ability or power. Armor of Rest: Armor with this property allows the wearer
to sleep in it as easily as he would normal clothing.
Armor of Shifting: This is limited to Leather, Ring Mail or
MAGICAL ARMOR DESCRIPTIONS
Studded Leather only. These armors are made from
Angelic Armor: Possessed by an angel. Armor has wings
Displacer Beast hides and enchanted to grant the
(unencumbered 50 foot fly movement) and gives
wearer the same ability: all attacks made on him suffer
wearer a +1 to saves vs magic.
a -2 penalty and he gains a +2 bonus on saving
Shield grants a +1 bonus to turn undead checks.
throws.
Helmet allows the wearer to detect invisible and
Casts X Level Spell: Can cast a spell (determine randomly
illusions while worn for up to 1 hour total per week.
which when it is created) at 12th level of caster ability.
If the full set is worn, the wearer radiates an aura of
1st level spells may be cast 3/day, 2nd level spells may
good that grants all allies in a 10 foot radius a +2
be cast 1/day and 3rd level spells may be cast 1/week.
saving throw bonus vs spells. DMs discretion to any
Demonic Armor: Possessed by a demon. Wearer of the
other effects the possessing angel may be able to do to
armor is surrounded by flames that cause 1d6 fire
wearer (not necessarily helpful).
damage to melee attackers and gives wearer a +1 to
Armor of Blending: This is limited to Leather, Ring Mail or
saves vs magic.
Studded Leather only. This armor has chameleon-like
Shield grants a +1 bonus to command undead checks.
powers, able to blend in with the surroundings and
Helmet allows the wearer to detect invisible and
make the wearer harder to spot. Adds +25% to Hide
illusions while worn for up to 1 hour total per week.
in Shadows.
If the full set is worn, the wearer radiates an aura of
Armor of Death: This armor is always muted in color no
evil that inflicts a -2 saving throw penalty vs spells in a
matter the material, as if some of the color was drained
10 foot radius. DMs discretion to any other effects the
away. The death energies infused in this armor reach
possessing demon may be able to do to wearer
out and inflict half the damage done to the attacker by
(usually creepy, not necessarily helpful).
melee opponents. When donned the first time, the
Dragon Armor: The wearer of the armor or shield gains a
wearer loses 1 point of Constitution permanently. Each
+1 bonus to saving throws against dragon’s breath
month afterwards until the armor has a new owner, the
and receives -1 point per die of breath weapon
owner is drained another point unless the he has killed
damage from the same type of dragon the armor is
a living creature that month. Owners killed by the
made from.
draining become wights.
The helmet grants the ability to make a breath attack
Armor of the Forest: These suits of plate mail are carved
once per week of the same type as the dragon the hide
completely from wood (but has the strength and
is from, inflicting half its normal damage for the age
flexibility of iron). When worn by a non-Ranger it
and size of the dragon the hide belonged to.
possesses the statistics of Chain Mail armor; Rangers
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Treasure D&D Companion

The armor and shield combine their bonuses if worn Freefalling: Wearers of these armors, helms or shields can
together and if all 3 are worn the wearer radiates an ignore up to 10 feet for the purposes of falling damage
aura of fear equal to the age of the dragon they are and will always land on their feet, ready to react. Their
made from. effect stacks.
Dwarven Plate Armor: Well-built Knight’s Plate armor only Glancing Blows: This armor, helm or shield lessens the
sized for a dwarf (even if magical). Weighs 50% greater damage of attacks. Characters wearing a Type I
than Plate Mail Armor, but negates half of the damage version deduct 1 point of damage from physical melee
from each physical melee or missile hit in combat. or missile attacks. Type II deducts 2 points from each
Subtract 1 from the armor’s ‘plus’, if it results in a +0 attack. Its effect can be stacked.
the armor is not magical. Helm of Fiery Brilliance: This prodigiously powerful helm
Elven Chain Armor: Finely-crafted suit of chain armor only grants many benefits to the wearer:
sized for an elf (even if magical). Protects like Chain
He gains a +4 on saving throws against fire damage,
Mail Armor but uses the statistics of Leather Armor.
Subtract 1 from the armor’s ‘plus’, if it results in a +0 and can create a wall of fire himself (9th level caster
the armor is not magical. ability).
Elemental Armor: These armors and shields are all tied to a Characters wearing the helm may command a weapon
type of element and grant an ability to their wearer and in hand to burst into flame (adds 1-6 fire damage to
protect from certain types of damage. 1 in 6 chance of each hit).
each type:
In addition, spellcasters wearing the helm add +1 to
 Fiery Armor: Armor that is surrounded by flames.
These flames deal 1-6 fire damage to melee each die of damage inflicted by a fire-based spell.
attackers that successfully strike the wearer. In Clerics and Druids wearing the helm can also ignite
addition to this, the armor grants its wearer the flammable objects within 30 feet at will, and may cast
same protection as a resist cold spell. two light or continual light spells for each one actually
 Frost Armor: Armor that is covered with icy spikes. prepared.
These spikes deal 1-6 cold damage to melee The wearer of this helm is likely to be attacked by any
attackers that successfully strike the wearer. In
water elemental creatures, but fire elemental types
addition to this, the armor grants its wearer the
same protection as a resist fire spell. (such as efreet or salamanders) will be favorably
 Stone Armor: Armor that has a rock-like texture. disposed toward the wearer.
This armor reduces damage from melee and Helm of Free Action: The wearer of this helm gains a +2
missile attacks by 1 point per die of damage. In bonus to any saving throws to avoid paralysis and
addition to this, the armor grants its wearer the halves the time required to extricate himself from
ability to form a passwall spell-like effect once per
things like nets, web spells and the like. If the character
day.
 Storm Armor: Armor that is electrically charged. is in an environment that impedes movement, such as
This charge deals 1-6 lightning damage to melee mud or in an underwater environment then he has no
attackers that successfully strike the wearer. In difficulties moving and attacking.
addition to this, the armor grants its wearer the Helm of Reading: The wearer can read all languages
same protection as a resist lightning spell. (current and dead) as if affected by a read languages
 Watery Armor: Armor that always appears wet. spell. If the wearer is a member of a spellcasting class,
This armor allows the wearer to function
he may read scrolls, runes, glyphs, etc of his class
underwater as easily as on land. In addition to this,
the armor grants its wearer the ability to breathe magic without the use of the appropriate read magic
underwater. spell.
 Wind Armor: Armor that is surrounded by constant Helm of Teleportation: When the wearer casts a teleport
breezes. These winds penalize missile attacks spell on himself while wearing the helm, he may
against the wearer by -2. In addition to this, the teleport himself without error, anywhere he desires or
armor grants its wearer the ability to form a
can teleport twice the number of creatures than normal
whirlwind as a Djinn once each day.
Ethereal Armor: Plate Mail, Knight’s Plate or Shields that with the usual chances of success.
also allows the wearer to become Ethereal 5-30 times, Horned Helm: This helm looks like a traditional Viking
at which time it reverts to common armor. In ethereal helm, with two great horns. In combat the wearer can
form, the wearer cannot be hit and cannot attack make a bonus gore attack in addition to his other
(unless the opponent is ethereal as well).
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D&D Companion Treasure

normal attacks as if he were 0-level. Damage inflicted Dragon Slayer Weapon: Inflicts an extra die of damage
is 1-6+ Strength adjustment. against dragons and wyverns. On a natural 20, the
Leaf Armor: This suit of armor appears to be composed weapon deals damage equal to the wielder’s current hit
entirely of leaves. When worn by a character it points against dragons and wyverns.
functions as Cloth Armor/Robes but when a Druid or Elemental Weapon: These weapons deal an extra die of
Ranger dons the armor it protects like Chain Mail but is elemental damage and protects the bearer from certain
as weightless as normal clothing.. types of damage. There is a 2-in-6 chance of each
Serpent Armor: This is limited to Leather, Ring Mail or type:
Studded Leather only. The armor looks as if made  Flaming Weapon: This weapon flames for
from snake scales and the sleeves resemble serpents’ additional die of fire damage and protects its
mouths with small fangs. The wearer gains a +1 bonus wielder from cold as if under the effect of a Resist
to saving throws against poisons and a +1 bonus to Cold spell.
Initiative.  Freezing Weapon: This weapon is freezing cold,
Shield of Arrow Deflection: When missile attacks are made inflicting an additional die of cold damage and
against the wearer the attacker must roll twice and take protects its wielder from fire as if under the effect
the worse result. of a Resist Fire spell.
Shield of Bashing: You can make an off-hand attack with  Lightning Weapon: This weapon is electrically
your shield and keep its armor class adjustment. Your charged, inflicting an additional die of lightning
shield is considered a small weapon for two-weapon damage and protects its wielder from lightning as if
fighting. under the effect of a Resist Lightning spell.
Shield of Reflection: When bolt, ray or hand-thrown spells Exploding Ammunition: Can only be missile ammunition
are cast directly at the bearer, there is a 10% chance (arrows, bolts, firearm, stones or bullets). When fired,
plus his Dexterity score and Level it is reflected back at this ammunition explodes in a 5 foot radius for 1d6
the caster if he is hit. damage. A saving throw vs Breath Weapons negates
Shield, Mirror: when employed against creatures with gaze exploding damage.
attacks, the bearer only has a 10% chance per round Extra Attacks: This weapon grants one extra attack for the
of meeting the creature’s gaze when fighting normally. user on even combat rounds. Cannot be placed on
If avoided, he has a 50% chance plus his Dexterity ammunition.
score of reflecting the gaze back at the attacker. Flight: Missile weapons or ammunition with this property
Skull Cap: These frightening-looking helms are literally treat all range categories over Point Blank as one less
made from skulls, some large enough to use the face as category.
a death-mask. The wearer gains the helmet’s bonus as Giant Slayer Weapon: Inflicts an extra die of damage
a bonus to saving throws vs. Death Ray, as well as against giants, giantkin and ogres. On a natural 20, the
immunity to reversed cure spells. weapon deals damage equal to the wielder’s current hit
Styptic Armor: This armor prevents the user from ongoing points against the forenamed creatures.
bleeding. Open wounds close regardless of the source. Golem Slayer Weapon: Inflicts an extra die of damage
In addition, there is a 25% chance that a blood drain- against golems and constructed creatures (including
based attack fails Forged Men). On a natural 20, the weapon deals
Winged: These helmets are adorned with wings on the damage equal to the wielder’s current hit points. The
sides. Once per day for one hour, the helm can give power of this weapon will overcome any golem or
the wearer the ability to fly at a movement rate of 50 construct’s damage immunity.
feet. Holy Weapon: This weapon is a powerful tool against evil
in the hands of a Cleric or Paladin (if the weapon is on
their allowed list). It grants the wielder a +2 bonus to
SWORDS & MAGICAL WEAPON DESCRIPTIONS saves against evil magic, is considered a holy weapon
Casts X Level Spell: The weapon can cast a spell and inflicts an additional die of damage against
(determine randomly which when it is created) at 12th demons and undead. In the hands of a character of
level of caster ability. 1st level spells may be cast 3/day, any other class, it functions simply as a +1 holy
2nd level spells may be cast 1/day and 3rd level spells weapon.
may be cast 1/week. Hornet Nest: This can only be a type of ammunition or
Dancing Weapon: A Dancing weapon is hurled at an hand-thrown weapon. When fired, the missile splits
enemy and thereafter will fight that enemy for up to 4 into 2-7 replicas. The attacker must roll ‘to hit’ for each
rounds plus its magical bonus as a monster of 4 HD replica, with a cumulative -1 penalty. Once used the
before returning to its owner. missile is automatically destroyed.

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Treasure D&D Companion

Impact / Sharpness Weapon: Weapon inflicts an extra die Vicious Weapon: Can only be an edged or piercing
of damage on each hit. For missile weapons this can weapon. The wounds inflicted by these weapons
only be ammunition or hand thrown weapons. cannot be healed by regeneration or magic. On a
Life-draining Weapon: On a natural 20 or a total of 20 or natural 20, the weapon will deal triple damage if the
greater counting only the weapon’s magical bonus (if victim fails a saving throw vs. Death Ray.
this hits), this weapon energy drains 1 HD from the Vorpal Weapon: This can only be an edged weapon.
victim (saving throw vs Death Ray to determine if it is Against living creatures, on a natural 20 or a total of 20
permanent or temporary) and heals the wielder 1-8 or greater counting only the weapon’s magical bonus
hps. (if this hits), this weapon severs a random appendage
Lightning Ammunition: Can only be missile ammunition (10% for the head) reducing the victim’s Constitution
(arrows, bolts, firearm, stones or bullets. At the target score by 3 and 1/10 his hit points in addition to
point, this ammunition turns into a lightning stroke 40 damage done. If a saving throw vs. Paralysis is failed
feet long and 5 feet wide inflicting 20 points of the victim receives double damage.
lightning damage. A saving throw vs. Breath is allowed
for half damage.
Long-blade: These weapons resemble daggers, but with MAGICAL SCROLL DESCRIPTIONS
slightly longer blades. In the hands of anyone, it Scrolls function at the minimum level needed to cast the
possesses all of the attributes of a dagger but inflicts 1-
spell. Magic-user spell scrolls require read magic the first
6 damage. In the hands of a smaller than Man-size
character however, the damage increases to 1-8. time they are read. All ‘protection’ scrolls function as if cast
Luckblade: Though called a luck ‘blade’, this can be any by a 9th level caster and can be used by any class as long
weapon. It grants its bonus to all of the owner’s saving as the character can read in any language.
throws, any “skill checks” gain a +1/+10% bonus to Animals: All within a 10 foot radius around the reader are
their chance of success. Luckblades grant their owner a protected from the attacks of 2-12 animals and giant
wish.
animals per round for a period of 40 minutes.
Piercing Missile: Can be any missile ammunition or hand-
thrown weapon. At the owner’s command the weapon Demons: All within a 10 foot radius around the reader are
will launch itself at the target indicated using it’s protected from the attacks of 1 demon per round for a
magical bonus only. On a successful hit, double period of 40 minutes.
damage is inflicted. If the target is killed or a natural 20 Dragons: All within a 10 foot radius around the reader are
is scored the missile will continue an additional 20 feet, protected from the attacks of 1 dragon per round for a
striking the first creature in line with a -2 penalty on the
period of 40 minutes
‘to hit’ roll.
Returning: This weapon is always a type that can be easily Faeries: All within a 10 foot radius around the reader are
hand-thrown (determine type randomly) and will protected from the attacks of 1-6 faerie creatures per
return to the thrower’s hand by the end of the round it round for a period of 40 minutes.
is thrown in. Poison: Poison cannot harm the reader for a period of 6
Seeking: When fired into melee, the attacker halves his hours, and any poison in his system is removed.
miss chance due to cover from other combatants. Vermin: All within a 10 foot radius of the reader are
Slaughtering Weapon: On a natural 20, the wielder gains
protected against vermin and giant vermin, but only to
an attack on every enemy in melee range.
Speed: Weapons with this property strike first no matter a limited degree. In any given round, 2-24 vermin with
what the initiative dice say. If this property is on a two- fewer than 4 HD, 2-12 vermin with 4-5 HD, and 1-6
handed weapon they wielder rolls initiative normally. vermin with 6+ HD are foiled by the protection of the
Undead Bane Weapon: Can only be a blunt weapon or scroll. Thus, the scroll is effective against all but a true
sling that inflicts an extra die of damage against swarm of vermin for 40 minutes.
undead monsters. On a natural 20, destroys undead of
4 HD or less automatically with no saving throw.
Vampiric Weapon: Each hit with this weapon on a living
opponent heals 1 hit point of damage to the wielder up MAGICAL POTION DESCRIPTIONS
to his maximum hp total. Quaffing a second (or more) potion while one is already in
Venomous Weapon: Can be a dagger, short sword or effect forces a roll on the Miscibility Chart.
spear weapon. Has a hidden 6-dose vial in the handle Cure Disease: This will cure all diseases afflicting the
that can inject poison into the victim when the attacker
imbiber (but not those as a result of magical curses).
rolls a natural 19 or 20. Typical poison is save or die.

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Extra-healing: This potion will heal 6-21 (3d6+3) points of


damage if it is used all at once, or can be split up into 3 Potion Miscibility Table
d% Roll Result
doses of 2-7 points of healing each or remove paralysis
01 - 15 Explosion! 5-30 damage to the imbiber!*
for one creature. 16 - 25 Explosion! 4-16 damage to the imbiber!*
Infravision: Will grant Infravision to a range of 60’ for 6 26 - 33 Poison! Toughness saving throw or die!*
turns. Poison! Toughness saving throw or
Neutralize Poison: This will cure all poisons afflicting the 34 - 40 paralysis!*
imbiber (but not those as a result of magical curses). 41 - 50 Immiscible! Both potions negated!
Immiscible! Both potions reduced to half
Poison, Paralytic: The character must make a saving throw
51 - 60 efficiency!
vs. Poison or suffer paralysis for 2-7 turns. 61 - 90 Miscible! Both potions work normally!
Pure Waters: Can turn liquids (up to 10 gallons) into pure, Compatible! One potion works at 150%
clean water suitable for drinking. 91 - 99 efficiency!
Reading Languages: Allows the imbiber to read any non- Discovery! Potions combine for new effect
00
magical languages (but will not break codes or (possibly not beneficial)!
*If mixed externally this produces an explosion or
cyphers) for 6 turns.
poisonous gas affecting all in a 10 foot radius. Paralysis
Resist Acid: The user receives immunity to minor acids, a lasts 1d6+4 rounds on a failed Poison saving throw.
bonus of +2 on saving throws vs. acid attacks and take
Acid Resistance: The wearer gains a +1 bonus to saving
less damage from magical acid-based attacks (-1 per
throws against acid-based effects and lessens any
die of damage, to a minimum of 1 point per die).
acid/corrosion damage by -1 point per die.
Resist Cold: The user receives immunity to normal cold, a
Augmented Healing: The wearer of this ring heals 1 hit
bonus of +2 on saving throws vs. cold attacks and take
point and recovers 2 points of temporary ability
less damage from magical cold-based attacks (-1 per
damage each hour spent sleeping.
die of damage, to a minimum of 1 point per die).
Cold Resistance: The wearer gains a +1 bonus to saving
Resist Lightning: The user receives immunity to normal
throws against cold-based effects and lessens any cold
lightning, a bonus of +2 on saving throws vs. lightning
damage by -1 point per die.
attacks and take less damage from magical lightning-
Conjuration: While wearing this ring, any monsters
based attacks (-1 per die of damage, to a minimum of
summoned by the caster by spell gain a +1 bonus ‘to
1 point per die).
hit’, damage and on saving throws.
Slipperiness: Except for the soles of the feet and the palms
Control Mammal: The wearer controls 1-8 mammals at a
of the hands, the character has a virtually frictionless
range of up to 60 feet. Saving throw vs. Spells negates.
body.
Control does not extend to humanoids or to giant
Speak with Animals: As per the spell.
animals.
Spider Climbing: The imbiber has the ability to climb walls
Control Reptile: The wearer controls 1-8 reptiles at a range
and overhangs as easily as walking as long as he is
of up to 60 feet. Saving throw vs. Spells negates.
unencumbered.
Control does not extend to humanoids or to giant
Water Breathing: Allows the imbiber to breathe water as
reptiles.
easily as air for 24 hours. There is a 10% chance the
Evocation: While this ring is worn, elemental damage spells
user loses the ability to breathe air while the potion is
cast by the wearer inflict an additional +1 point per die
in effect.
and victims save at a -1 penalty.
Freedom: The wearer of this ring gains a +2 bonus to any
saving throws to avoid paralysis and halves the time
MAGICAL RING DESCRIPTIONS
required to extricate himself from things like nets, web
No more than two magic rings may be worn at a time (one spells and the like. If the character is in an environment
on each hand) without unpredictable and potentially dire that impedes movement, such as mud or in an
consequences.
underwater environment, he has no difficulties moving.

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Holiness: Allows the wearer to Turn Undead 2/day at his Wands


level. If the wearer is not a Cleric he turns as if 1st Spell Wands possess 1d6 charges per spell level of the spell in the
level. wand, plus an additional 5 charges. Other Wands possess 3d6
Life Protection: The wearer of this ring is immune to 1d6 charges. Wands are destroyed when they reach zero charges.
energy draining attacks, whereupon the ring becomes Wands can be used by anyone knowing the proper command
an ordinary ring of protection +1. word. Rods function as clubs if used as a weapon, unless
Lightning Resistance: The wearer gains a +1 bonus to otherwise noted. Rods possess 3 charges for use that replenish
saving throws against lightning-based effects and each day, unless noted otherwise. Wands have a caster level of
lessens any lightning damage by -1 point per die. 5th; rods 9th level. Wands that have a range are treated as
Mystic Healing: The wearer adds his Wisdom adjustment to ‘Hand-thrown Spells’ for ranged attacks.
all healing spells cast by him.
Poison Resistance: Wearer receives a +2 bonus to saving
throws vs. Poison. ROD / STAFF / WAND DESCRIPTIONS
Protection (+2, +3): These rings are described in the D&D
Blast Rod: Allows a spellcaster to drain one of his memorized
Basic Rulebook, just with a higher bonus.
Quickness: The wearer of this ring is slightly more reactive, spells away and fire a bolt of magic at a target with a +2
gaining a +1 bonus to individual initiative. bonus on the ‘to hit’ roll. Damage inflicted is 1-4 per level of
Shielding: These rings allow the wearer to create a the spell drained. Does not use charges. Damage type is by
translucent shield from the Ether at will that is class: Divine casters cause Blessed damage, Arcane casters
weightless and inflicts no combat penalty. In addition, inflict Magic damage.
the wearer is immune to the magic missile spell and Rod of Absorbing: If this rod is in hand when the wielder is the
rods of blasting while the shield is employed. After target of a spell attack, the spell is drained into the rod on a
taking 101 points of damage from these sources total, successful saving throw vs Spells. The owner can discharge
the ring must recharge for 1 week. the spell levels in the rod to power his own spells without
Shocking Grasp: Up to 3 times per day the wearer can losing them from his Ethereal field by using twice the number
activate the ring and touch a victim (+2 bonus on the of levels from the rod as the spell he has imprinted into his
‘to hit’ roll) inflicting 7-14 points of lightning damage. field. If the rod’s capacity is ever filled over 20 spell levels,
Shooting Stars: Once per day, the ring can unleash 1-6 the rod explodes in a violent release of magical energy,
lightning sparks at targets up to a 30 foot range, inflicting 20-120 points of damage to all in a 20 foot radius
inflicting 3-18 damage for each spark (attack rolls (saving throw vs Breath for half damage to all but the holder
required). A saving throw vs Wands is allowed for half of the rod).
damage. Rod of Health: This rod can restore 6-14 hit points to an
Sight: Once per day for 6 turns the wearer gains the ability individual once each day, but can be used on an unlimited
to see as if under the effect of a true seeing spell. number of people. Uses no charges.
Spellcraft: This ring allows a spellcaster to memorize an Rod of Illumination: While held aloft like a torch, this rod provides
additional spell of each spell level he can cast each light as a light spell. It uses no charges.
day. Rod of Leadership: While held in battle, increases the Morale
Telekinesis: The wearer can mentally lift 200 pounds of score of character’s hirelings by +1. For characters with
weight at a range of 120 feet with a movement rate of established strongholds, improves the reactions of followers
10 feet. and peasantry to any decisions by +2 when held while ruling
Warriors: The wearer of this ring gains a +1 bonus on all in state. Uses no charges.
‘to hit’ rolls. Rod of Prestidigitation: Allows the user to create minor magical
Wishes, Limited: This functions similarly to the Ring of effects similar in scope to ‘parlour tricks’. Uses no charges.
Wishes as described in the D&D Expert Rulebook. Rod of Smiting: These rods are potent magical weapons. Against
Limited wishes conform to the spell of the same name non-golem creatures, they inflict 2-8 points of damage.
for guidelines. Against golems these rods inflict 4-16 points of damage and
its magical bonus is considered doubled. On a natural 20, the
rod destroys any golem struck if it fails a saving throw vs.

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Death Ray at a -4 penalty. Roll 1d4-1 (minimum of 1) to addition, once per week, the wearer of this amulet will
determine the rod’s magical bonus. Uses no charges. automatically stabilize if brought to below 0 hit points.
Rod of Weapons: On command, this rod will take the form of any Armbands of Deflection (+1, +2 or +3): These armbands
one-handed weapon (or multi-handed capable weapon, such toughen the wearer’s skin, making him more damage
as a spear or bastard sword) until commanded to revert back resistant. If the wearer is not wearing magical armor or
to rod form. Roll 1d6-3 (minimum of 1) for the rod’s magical a magic shield they provide an armor class bonus..
bonus. Uses no charges. Armbands of Healing: The wearer gains a +2 bonus to the
Snake Staff: This may be used by Druids as well. result of any healing spells he casts. The wearer can
Spell Wand: These wands have a random spell as
cast cure light wounds thrice per day as well.
determined by the DM and a number of charges as
Arrow of Direction: Points the direction of whatever the
outlined in the D&D Expert Rulebook. Restricted to the
class the spell is from. owner requests. Cannot be used more than seven
Staff of Cold: A charge can produce a wand of cold effect times in a single week.
for 9d6 damage, an ice storm, wall of ice or a control Balance of Conversion: This set of golden scales will
temperature 10 ft radius effect (lower temperature convert up to 1,000 coins placed on the right scale into
only). While held, the wielder is protected by a resist a gem of value that appears on the left scale. The gem
cold effect. It functions as a magical weapon (roll 1d6-
will be 70%-90% (1d3+6) of the value of the coins.
3 for magical bonus, minimum +1). Only Druids,
Magic-users and Elves can use this staff. Beads of Prayers: This will be found in a string of 5-10
Staff of Fire: A charge can produce a fireball, burning beads with holy sigils inscribed upon each bead. When
hands, a wall of fire or a control temperature 10 ft one is shattered, it allows a Cleric to immediately
radius effect (raise temperature only). While held, the exchange a spell he has memorized with another spell
wielder is protected by a resist fire effect. It functions as of the same level.
a magical weapon (roll 1d6-3 for magical bonus,
Beaker of Potions: This small jug fills itself with the
minimum +1). Only Druids, Magic-users and Elves
can use this staff. requested potion, out of the 2-5 potions it is able to
Staff of Healing: Cures 8-28 hit points of damage, produce. The jug can be used as many times per week
blindness or disease at a cost of 1 charge each. Only as the number of different potions it can produce.
Clerics and Paladins can use this staff. Belt of Fortitude: While worn, this wide belt raises the
Staff of Life: These staffs only carry 10 charges. At a cost of wearer’s effective Constitution score to 13, 16 or 18.
1 charge these staffs will restore the dead via raise
Beltpouch of Security: This belt pouch can hold up to
dead. Expending all 10 charges produces a
resurrection. Only usable by Clerics. 1,000 total coins and gems mixed while remaining 1 lb
Staff of Nature: Casts predict weather (no charge used), call in weight. When anyone other than the owner opens
lightning, transmute rock to mud*, animal growth and the pouch, it begins shouting “Thief! Thief! I am being
protection from lightning for 1 charge each. Only stolen!” for 1 turn.
Druids can use this staff. Bones of Turning: 3-9 of these bones are found together.
When one is tossed at an undead monster as a
grenade attack with a +4 bonus on the ‘to hit’ roll and
MISCELLANEOUS MAGIC ITEMS DESCRIPTIONS successfully hits, the undead is turned as if by a 12th
Miscellaneous items come in all shapes and sizes, being a level Cleric. Once used the bone disintegrates into
variety of miscellany in the enchanting world. Unless dust.
otherwise noted, miscellaneous items are considered 12th Boots of Carrying: The wearer of these boots is able to
level for effects and dispelling and all characters can use carry an additional 500 cns in weight as if it weighed
them. nothing.
Amulet of Demon Control: Functions as a protection from Boots of Dancing: These boots seem to be boots of speed,
evil spell, and allows the wearer to attempt to charm until the wearer is in combat. Suddenly at that point he
monster upon a demon. Success means that the will begin to dance a mad jig for 2-5 rounds, unable to
demon is enslaved for 1-6 weeks, whereupon it fight.
becomes free (and angry). Boots of Stomping: These boots seem to be elven boots,
Amulet of Recovery: The wearer of this amulet heals until the wearer tries to move quietly. At that point,
damage at twice the normal rate while resting. In
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Treasure D&D Companion

every step he takes thereafter sounds as loud as an wearer gains a +2 bonus to influence reactions of
ogre’s tromp. those of the same race. If the wearer spends a turn
Bracers of Archery: These bracers grant any user firing a giving his companions a rousing speech of victory, all
bow, crossbow, firearm or sling a +1 bonus to those in 30 feet of him gain a +1 bonus ‘to hit’,
damage. If only one shot is made per round and the damage and on saving throws as well as a +2 bonus
character is capable of making additional attacks, all to morale.
ranges are considered short range. Decanter of Endless Water: This jug pours out one to five
Bracers of Armor (AC 7[13], AC 5[15], AC 3[17]): These gallons of water (as commanded) per minute when
bracers use the wearer’s ethereal field to protect the unstoppered.
wearer, granting the stated armor class (whatever part Deck of Chance: This deck of expensive-looking playing
of it is due to actual armor); there is no effect if the cards has only jokers, aces and numbered cards 2 to
wearer is already wearing armor. The armor class 8’s. Once per day, any character can draw one card
granted by the bracers can be increased by shields, from the deck. The number drawn, minus 4, is the
magical rings and other protective spells. adjustment the character takes on all ‘to hit’ rolls,
Bracers of Defenselessness: These bracers appear to be saving throws, AC and any skill-like rolls for 24 hours.
Bracers of Armor AC 3[17]. When the wearer is struck Aces count as 1’s and jokers count as 0’s.
in combat, they reveal their curse - AC drops to 10[10] Deck of Illusions: When a card is chosen from this deck a
regardless of protections worn. monster from the level 1 to 6 chart appears. It is
Bridle of Communication: This leather harness will size to illusionary though with only 1 hp per HD and no
fit any animal of small to larger then man-size. Once special qualities. Cards are not replaced once used.
on, it allows the animal wearing it to understand and Deck of Many Things: An ordinary-seeming deck of hand-
speak the common language. Communication and painted wooden placards, this item bears tremendous
concepts are still limited to the intelligence of the and varied enchantments, one per placard in the deck.
animal wearing it. A character may draw as many cards as he likes (with
Censer, Bowl, Brazier, or Stone of Controlling Elementals: the deck re-shuffled each time minus the cards already
Censers control air elementals, Bowls (when filled) drawn by him) but after he ceases to draw cards he
control water elementals, braziers control fire may never draw from that particular deck again. Once
elementals, and Stones control earth elementals. These the Void or Dunjon cards are drawn the deck
items can be used to summon a 12 HD or three 4 HD disappears in a sound of faintly malevolent laughter.
elementals of the appropriate type. Generally, it takes a Dust of Appearance is tossed in a radius of 10 feet around
turn to prepare the object for use. the user, and makes any invisible, astral, displaced,
Censer of Hostile Elementals: A cursed censer (or brazier, out-of-phase, or dimensional thing completely visible.
bowl, or stone) that summons elementals—but the The dust generally comes in a pouch, with enough for
elementals are always hostile instead of under the 1d20+10 uses.
summoner’s control. Dust of Disappearance, when it is sprinkled in a 10 foot
Chime of Opening: Sounding this small chime opens any radius, everything therein becomes invisible for 5d6
door, even if the door is barred or wizard locked, in turns. Normal means of detecting invisibility (such as a
similar fashion to a knock spell once per day. detect invisibility spell) are not strong enough to work
Crown of Glory: This golden crown is adorned with 10 against the dust’s powerful enchantment.
gems worth 1,000 gp each. Once placed on the brow Dust of Sneezing and Choking: Pouches containing this
of a rightful ruler, no one else can remove it while he dust ordinarily contain only enough for 1-4 “doses.”
still lives. The wearer’s Charisma immediately becomes When scattered in a radius of 10 feet, the dust causes
21 and the crown functions as a crown of leadership. all in the area to make a saving throw vs. Poison or
In addition, he may cast alter self, friends and wynter’s die. If the nature of the dust is somehow identified
damage cloak 3/day total. before it is experimented with, it can be used as a
Crown of Leadership: This silver battle crown is adorned devastating thrown weapon.
with 10 gems worth 100 gp each. While worn, the

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Deck of Many Things Results


d% Roll Card Result
01 - 04 Balance Character dies instantly for all of the blood he has shed (no saving throw).
05 - 09 Comet Defeat the next monster encountered single-handedly and gain 1 level.
10 - 13 Dunjon The character is taken away by an other-planar being and held prisoner.
The character is instantly petrified (no saving throw) and suffers a -2 penalty to all saving throws
14 - 17 Euryale
versus petrification thereafter if revived.
18 - 21 Fates Avoid any one past occurrence and any negative effects from that occurrence.
22 - 26 Flames The character gains the enmity of a powerful demon.
27 - 31 Fool Lose 10,000 xp AND forced to draw an additional card.
32 - 36 Gem Gain your choice of 25 pieces of jewelry (2,000 gp each) or 50 gems (1,000 gp each).
37 - 41 Idiot Lose 1d4 points of Intelligence (minimum of 6). Character has the option to draw an additional card.
42 - 45 Jester Gain 25,000 XP OR choose to draw two more cards.
46 - 50 Key Gain a treasure map and a useful magical weapon.
51 - 55 Knight A Fighter of 4th level appears and swears himself to serve the character until dismissed.
56 - 59 Moon The character is granted 1d4 wishes.
60 - 64 Rogue The character suffers a -25% penalty to earned experience points.
65 - 68 Ruin Immediately lose all material wealth and non-magical property, being left in a loin cloth.
69 - 73 Skull Lose 1d4 points from Prime Requisite permanently.
74 - 78 Star Gain 2 points to Prime Requisite, or 1 point to each if character possesses more than one.
Character gains a useful miscellaneous magical item (roll 1d20+6 on the chart) AND 50,000
79 - 82 Sun
experience points.
83 - 87 Talons Lose 25,000 XP AND forced to draw an additional card.
88 - 91 Throne Charisma permanently raised to 18 AND gains a small keep.
92 - 96 Vizier The character will instantly know the correct answer to the next dilemma he deals with.
97 - 00 Void The character’s mind is drawn away into another place and trapped by an entity there.

Figurine of the Golden Lion: A small golden figurine that Gauntlets of Dexterity: While worn, these gloves raise the
transforms into a lion when the command word is wearer’s effective Dexterity score to 13, 16 or 18 while
spoken, fighting at the owner’s orders. If they are slain, worn.
they turn back into figurines, but may be used again Gauntlets of Gracefulness: These gauntlets seem to be
after 1 week has passed. The figurine may be used as Gauntlets of Dexterity. When placed on the hands, the
many times as desired (for at least 30 minutes each wearer’s Dexterity drops to 3.
use) but only for a total of up to 24 hours per week, Gauntlets of Strength: These gauntlets raise the wearer’s
and no more. effective Strength score to 13, 16 or 18 while worn.
Figurine of the Onyx Dog: This stone figure transforms into Unarmed attacks made by the wearer inflict 1d6 points
a living hound when its command word is spoken. It plus his Strength adjustment. (This item replaces the
will seek whatever the owner tells it to find, without gauntlets of ogre power.)
stopping until it succeeds or is killed. It has a 75% Gauntlets of Swimming and Climbing: These gloves permit
chance to detect objects that are invisible or hidden the wearer to swim at a rate of 40 feet, and climb with
(and of course its sense of smell detects invisible and a +2 bonus to any die rolls.
hidden creatures with almost perfect success). For Gem of Flaws: This gem appears to be a highly valuable
purposes of defense and attack, the stone dog is gemstone of a random type. When placed with other
treated as a wolf. It may be used as many times as gems and jewelry, after 1 hour it turns all of them to
desired (for at least 30 minutes each use) but only for a worthless dust.
total of up to 4 hours per week, and no more.

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Gem of Seeing: A gem of seeing is used as a lens and complete with seating and dining tables. The
shows the truth of what it sees, cutting through illusions furnishings disappear after 3 hours.
of all kinds, even very powerful ones. Horn of Valhalla, Bronze: Once per week, summons 2-8
Girdle of Giant Strength (Type I): This wide belt grants the berserk warriors (3 HD) to assist the one who winded
wearer the relative strength of a hill giant, doubling the horn.
their weight allowance (if Man-size or smaller) in Horn of Valhalla, Iron: Once per week, summons 2-8
addition to the usual benefits listed in the D&D Expert berserk warriors (4 HD) to assist the one who winded
rules. the horn.
Girdle of Giant Strength (Type II): This wide belt grants the Horn of Valhalla, Silver: Once per week, summons 2-8
wearer the relative strength of a stone giant, tripling berserk warriors (2 HD) to assist the one who winded
their weight allowance (if Man-size or smaller). The the horn.
girdle offers the wearer the same ‘to hit’ probability of Horseshoes of Speed: These double a horse’s movement
stone giants if better than their own. All melee and rate.
hand-thrown missile attacks the wearer makes that Jewelry of Attacks: While worn, this armband, necklace or
successfully hit inflict 3-18 (3d6) points of damage (if ring doubles the chance for random encounters.
the optional variable damage rules are in use, thrice Jug of Alchemy: This jug produces whatever liquid is
dice damage is inflicted). If the character is wielding a desired, in a commonly used large quantity (e.g., 10
war hammer +3 and a pair of gauntlets of strength gallons of water, but only 5 gallons of wine). It may be
then his strength adjustment and the magical bonus of used no more than seven times per day, and will only
the weapon are tripled as well for damage purposes. produce the liquid first requested in that day. It does
Girdle of Titan Strength: This wide belt actually grants the not produce magical liquids.
wearer the relative strength of a frost giant, not a titan Lenses of Charming: These lenses, when placed over the
(but to common people such feats of strength would eyes, give the wearer the ability to charm those who
appear to be as powerful as that of legendary titans), look into his eyes (as per a charm person spell). Only 3
quadrupling their weight allowance (if Man-size or people can be charmed at any one time. The saving
smaller) or doubling it (if Larger than Man-size). The throw against the power of the lenses is made at -2.
girdle offers the wearer the same ‘to hit’ probability of Libram, Magical (level gain): Magical librams grant a level
frost giants if better than their own. All melee and of experience to the reader, placing them at the
hand-thrown missile attacks the wearer makes that minimum XP needed to be the next level. Randomly
successfully hit inflict 4-24 (4d6) points of damage (if determine the class group for which the libram is
the optional variable damage rules are in use, written (equal chance of each for all classes).
quadruple dice damage is inflicted). If the character is Luckstone: This stone grants a +1(+5%) bonus to any die
wielding a war hammer +3 and a pair of gauntlets of rolls in favor of the wearer.
strength then his strength adjustment and the magical Lyre of Construction: Usable once per week, when played
bonus of the weapon are quadrupled as well for this instrument can construct 8,000 square feet of
damage purposes. mundane building from existing materials, not more
Harp of Charming: Up to thrice per day, the harpist can than 2 stories high. If used more than once in a week,
produce a charm person effect. Once per week, the each successive use has a cumulative 10% chance to
harp can produce a charm monster effect. ruin all previously created construction of the last
Horn of Collapse: This functions as a horn of blasting. week.
When blown however, if the user is indoors, there is a Magical Tower: This item resembles a small, 2-inch tall,
90% chance the surrounding building or construction carved chess rook (tower). When the command word
falls in on the horn’s activator causing 5-30 damage to is spoken, the figurine grows into a 2-story, 20 foot
all in a 15 foot radius. radius round tower over the course of a round, fully
Horn of Plenty: Once per 24 hours this brass horn may be furnished to accommodate 10 men with shuttered
sounded. If the command word is spoken, food for up arrow slits and roof access. A second command word
to 120 men issues forth and services itself for a feast, shrinks the tower back to figurine form.

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D&D Companion Treasure

Manual of Beneficial Exercise: Reading this tome common types of known runestones are listed here,
permanently increases the reader’s Strength (01-49), but feel free to create others.
Constitution (50-98) or both (99-00) by 1 point. Pipes of the Sewers: These pipes summon 10-60 giant rats.
Manual of Golems: This book contains the basic The piper does not need to concentrate once the rats
instructions and formulae for creating a single type of arrive (which takes 1-4 x10 minutes) but it is wise to do
golem. The process is expensive, and the creator must so. When the rats arrive, there is a 5% chance that
have achieved a certain level of magical expertise in they will not obey him and if he ceases to concentrate
order to use the book, but these are priceless on his tune there is a 10% chance that he will lose
repositories of forgotten lore. Such books are often control of them. Every subsequent round in which he
warded from the perusal of anyone not of at least 7th fails to concentrate there is another chance to lose
level in a spellcasting class, enchanted to inflict 7-42 control, and the chance increases by 10% each time it
points of damage. Usable by: Clerics, Druids, Magic- is made (first round, 10%, second round 20%, etc.).
users and Elves only. Portable Hole: A piece of dark cloth about five feet in
Manual of Intelligence: Reading this tome permanently diameter. It is actually the mouth of an inter-
increases the reader’s Intelligence by 1 point. dimensional hole 10 feet deep and 10 feet in diameter
Manual of Leadership and Influence: Reading this tome - items and people can fall through it or climb down
permanently increases the reader’s Wisdom (01-49), into it once it is placed on the ground. The piece of
Charisma (50-98) or both (99-00) by 1 point. cloth can actually be pulled in from the inside to close
Manual of Quickness: Reading this tome permanently the hole off entirely. Unless there is a source of fresh air
increases the reader’s Dexterity by 1 point. within, staying inside will asphyxiate the inhabitant
Medallion of ESP: There is a 10% chance these medallions after a short time. The piece of cloth can be picked up
have a reverse effect and project the wearer’s thoughts and carried off whenever desired—hence the name
to all in range. ‘portable’.
Mirror of Mental Scrying: This hand-mirror (it might also be Prayerbeads of the Ages: This string of prayer beads
found as a smaller mirror on a necklace) allows the contains a bead with the symbol of each deity
user to cast clairaudience, clairvoyance and ESP, with inscribed on it (though some may be incomplete if
the normal range, but for an unlimited time, once per found already used). If the prayer beads are used
day each. The mirror will also answer a question about during 30 consecutive days when a divine spellcaster
what it portrays (the answer is likely to be quite
cryptic), but only one question per week is possible. Runestones of Ioun
Monocle of Magnification: When viewing something at a d20 Stone Type Effect
range of 1 foot or less, it is magnified 100x. Small 1 Deep Red Sphere +2 Dexterity
cracks can be noted, depressions, indentations from 2-3 Dusty Rose Prism -1[+1] to Armor Class
4 Incandescent Blue +2 Wisdom
writing, etc. that grant a +1 bonus to the success of
5 Pale Blue Rhomboid
Sphere +2 Strength
searching for hidden things if in the correct location.
6-8 Pale Green Spindle +8 Hit Points
Necklace of Firebaubles: This necklace is hung with 3-12
9 Pink and Green Sphere +2 Charisma
little ruby-like baubles. When thrown, the baubles
10 Pink Prism +2 Constitution
explode into fireballs (per the spell) of 1-6 d6 of fire
11 Scarlet and Blue Sphere +2 Intelligence
damage.
12 Vibrant Yellow Ellipsoid 2x Natural Healing
Runestone of Ioun: These palm-sized stones are inscribed
13 Deep Violet Sphere Immunity to spells*
with runes of power from a lost age. Each stone
14 Pale Orange Sphere -1 to physical damage
contains a rune, a symbol of pure power that infuses
the owner when the stone is tossed aloft. Runestones 15 - 17 Pale Grey Prism light in a 10 ft radius
18 - 20 Translucent Rhomboid 20 ft Infravision
attach to the Ethereal Field of the owner, moving and
orbiting around them 1-5 feet distant, deftly avoiding * For every doubling of stones he becomes immune to 1
attempts by others to grasp or strike them (armor class additional spell level (ex, 1 stone = 1st level spells, 2 stones
0[20], 20 hp) as if they were intelligent. The most = 1st & 2nd level, 4 stones = 1st - 3rd level, etc).

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Treasure D&D Companion

prays or worships to his deity and a bead dedicated to (27 cubic feet) per ten minutes (1 turn). Functions 1-4
the deity is on the string, the bead disappears and the hours per day.
character’s Wisdom is raised by 1 point permanently. Square Wheel: When affixed to any vehicle (wagons,
Quill of Copying: This quill can copy up to 10 pages of chariots, carts, etc) these ‘wheels’ will size to fit
non-magical text with 100% accuracy or 1 magical properly. Utterly useless on flat land or roads, square
scroll onto another scroll or spellbook with a 75% wheels allow the craft and pulling creatures to traverse
chance of accuracy (failure destroys the original scroll uneven, broken terrain and sandy deserts as if they
and copy) each day. were on a flat, even road.
Robe of Blending: These robes make the wearer appear to Wheel of Buoyancy: These rare wheels can be affixed to
be a part of his surroundings, including the ability to any wheeled vehicle - wagons, chariots, carts, etc. and
appear as another one of a group of nearby creatures. will size to the craft. When faced with water over a
He will appear to be a small tree when in forest depth of 3 feet, the craft and any creature pulling it will
surroundings, a sand formation in the desert, etc. tread across the water as if it were solid ground.
Creatures with 10+ hit dice have a 10% chance per Wheel of Fortunes: This wheel rests on a heavy bronze
HD above 9 to perceive the wearer as a robed figure pedestal and has 12 colored wedges - 6 of white ivory
rather than a part of the surroundings. and 6 of blackened iron. A character can spin the
Robe of Eyes: Hundreds of eyes are woven and wheel but once in their lifetime, with the following
embroidered into the fabric of these magical robes, permanent results (roll 1d12):
granting the wearer tremendous powers of 1. (Ivory) Gain 1 point to Prime Requisite.
supernatural perception. In a radius of 15 feet, 2. (Iron) Lose 1 point from Prime Requisite
anything he looks upon is seen for what it is: he sees (minimum score of 6).
invisible creatures, perceives illusions and his sight 3. (Ivory) Gain 1-10 x1,000 gp.
even extends into the Ethereal Plane. He cannot be 4. (Iron) Lose all coin-based wealth.
ambushed or otherwise taken by surprise and he can 5. (Ivory) Gain an Expert Miscellaneous Item.
follow the trail of anything that has passed by within 6. (Iron) Lose least valuable magic item.
the last day. 7. (Ivory) Coins on person double in number.
Robe of Wizardry: This robe grants the wearer the ability to 8. (Iron) Lose 1 point to random ability score.
cast charm monster, polymorph self, and hold person 9. (Ivory) Gain Giant Strength, as potion for 24
with a 95% chance of success once per day each. hours.
Scarab of Insanity and Deformity: This trinket is a carving 10. (Iron) Lose 1 Hit Dice of permanent hit points.
of a scarab-beetle or perhaps the petrified remains of a 11. (Ivory) Gains 1 wish.
real one. When the scarab is worn and the wearer is 12. (Iron) Struck blind and deaf (no saving throw).
under 8 Hit Dice he is overcome with a form of
insanity determined by the DM (no saving throw) and
his body is painfully twisted into a deformed mess.
Wearers with 8 or more Hit Dice still do not receive a
saving throw versus the insanity, but may make a
saving throw vs Paralysis to overcome the scarab’s
insidious physical influence.
Slate of Analyzing: This small (6-inch x 1 foot) piece of
slate will identify any magical item placed upon it. After
1 turn the details of the item appear in chalk on the
slate’s surface and last for 30 minutes until it fades
away. Unfortunately, cursed items will identify as
something beneficial. Functions 1d4 times per day.
Spade of Excavation: This ordinary-looking spade digs by
itself when commanded, shoveling out one cubic yard

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Part 8: Dungeon Master Information
This section gives suggestions how to work with high level D. Map the Area
characters. All of the rules and guidelines in the D&D Basic This is the same as creating maps of wilderness areas and
and Expert Rulebooks on creating dungeons and ‘dungeon’ or interior settings to be adventured in that you
wilderness adventures fully apply to high level play. The have been doing since beginning your career as a DM back
planes themselves are infinite wild lands all unto their own, in D&D Basic and expanded in D&D Expert.
with properties both strange and wondrous as a DM can
create a whole new world for his players to explore that E. Fill in Important Details and Places of Interest
may or may not have the same fundamental basis as the This could be anything from locations that the PC can
PC’s home world. Literally, the worlds are as imaginative wander into by exploring or go looking for on purpose
as the DM can make them. based on rumors or facts they have learned previously.
Makes good side-quest material as well or return to more
Designing a Planar Adventure adventuring after they achieve their goals.
A. Choose a Scenario
The scenarios given in D&D Basic (B51) can apply to F. Create Special Encounter Areas and General Monster
planar adventuring, especially: Lairs
1. Exploring the Unknown It is a good idea to follow the suggestions given in the D&D
2. Recovering Ruins Expert rules (X54). Much of it can be boiled down to: make
3. Destroying an Ancient Evil a few general lairs for random encounters and a few special
4. Visiting a Lost Location lairs for surprising the players so you aren’t struggling to
5. Fulfill a Quest pull together monsters and treasures on the fly.
6. Using a Magic Portal
7. Finding a Lost Race G. Stock the Adventure
The Contents/Treasure table (X53) is still a good resource
Many of these are used in conjunction. D&D Basic rules to determine these randomly. If Unguarded Treasure (X53)
adventures usually have a singular goal, but high level play is indicated, remember that valuables on a different plane
can see characters with complex and/or intertwined goals. may not have a recognizable form (although some planar
creatures may collect things from fallen adventurers from
B. Decide on a Setting the Prime Material plane).
Settings can vary from campaign to campaign and each
individual DM’s version of the planes can be wildly Creating a High Level NPC Party
different. Much of the information presented on creating NPC parties
(X53) applies, except where noted below.
Adventuring in the Plane of Air can be easy but at the
same time present its own unique difficulties. Does it have Levels for high-level NPC parties are:
gravity? Does it have the air version of water and people Cleric 11-17 (2d4+9)
can ‘drown’ in heavier layers? Do storms take the form of Druid 11-17 (2d4+9)
toxic or poisonous gasses in some areas? These are things Dwarf 8-15 (1d8+7)
you will need to decide while creating your adventure Elf 9-12 (1d4+8)
location. Fighter 9-16 (1d8+8)
Giantkin 9-14 (1d6+8)
C. Decide on Special Monsters Gnome 8-11 (1d4+7)
With the openness, many special monsters can be made in Halfling 8-11 (1d4+7)
a short time by applying templates (C91). The DM is Magic-user 9-16 (1d8+8)
encouraged to wholly create new monsters that are native Paladin 9-14 (1d6+8)
to any plane he creates adventures in as well to keep things Ranger 9-14 (1d6+8)
fresh for the players. Thief 11-16 (1d6+10)

Usually 10 templated monsters to 1 fully created monster is When determining magic items, high level characters have
a ratio most DMs can handle in addition to creating the the same chance to have them as given in the D&D Expert
adventure scenario, but this is a guideline not a rule. If you rules but check three times on each table except the armor
can create more and flesh them out you can provide your table. Items can be traded around to party members if
players with a more immersive experience. desired.

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DM Instructions D&D Companion

Baronies and Strongholds (X52, X59) damage (to pay for materials, workers and incidentals).
Adventurers are bound to discover lost hordes of treasure Normal weapons and even most magical weapons cannot
or slay creatures that are particularly covetous during the inflict enough damage to constructions; axes however
course of their careers. Extremely lucky characters may inflict full damage to wooden defenses.
defeat an opponent laired in a ruin that could be repaired
or find one that lays unclaimed during their travels. Otherwise, the only way to affect a construction is through
the use of siege weapons. Siege weapons attack as a
Characters of any level that can afford to can build homes Fighting-man of a level equal to the number of crew
in existing towns and cities (with permission of the local members operating the weapon and always attacks last. A
ruler), fortified manors in sparsely populated areas (with short list of siege weapons is described below.
permission of the local or national ruler) or build
themselves a fortified bastion in the unclaimed wilderness Once the stronghold is constructed and the character has
after clearing out any dangerous monsters in at least a 24 reached the appropriate level, word will spread about the
mile radius. If the class has the ability to attract followers, character’s new home and stories of his exploits that have
they will not appear until the appropriate level is reached been circulating will drive some people to seek him out and
however. seek to become a member of his retinue (also called a
‘retainer’). These followers require no pay, but the player
The character will have to hire specialists (architects, will have to pay for their upkeep (this is usually equivalent
engineers, heavy laborers, etc) to plan and execute the to 2 gp per month for common expenses) and the upkeep
building of his new home or the restoration of an existing of his new home (1% of the total cost of the stronghold)
place. Doubtless the player will wish his character’s new must be spent each month or things will start to ‘fall apart’.
abode to have the latest and greatest in the campaign
world’s home defense, as well as the opulence befitting a Fortunately for the prospective ruler, commoners of all
self-styled successful adventurer. The cost of building a walks of life will be attracted to his new territory. From 4-8
stronghold varies wildly based on the weight of the PC’s villages of 100-400 inhabitants will spring up in safe areas
belt pouch and his desires. and around the keep itself a small town of 400- 2,400 will
form around it after 7 - 12 months if it is built in a place
The basic costs of the most common components of a that isn’t hostile to ‘normal’ life. These people can be taxed
castle or keep are given on the Construction Table. If faster for protection (from bandits, monsters, etc) to provide the
construction is desired, the PC may spend 50% more in character with the coin to pay for his own expenses. The
additional costs for workers to reduce the construction time initial number of families that will arrive at the keep within
to 3/4, or double the expenditure to reduce the the first month are 10x the number of followers the
construction time to 1/2 normal. All construction times character attracts (after this, the DM will have to come up
assume material and people are on hand to build the with some population growth/shrinkage results for the PC’s
stronghold. new town). Typically, these families are taxed twice a year,
the spring and fall, at about 10 gp for each person. The
For every 100 gp spent, 5 laborers (masons, woodworkers, player is free to make any other taxes he wishes, but if the
manual laborers, etc) are employed (this includes among peasants feel he is bleeding them dry they will move away
their wages, shelter and food as well). For every 25,000 gp or possibly revolt and cause major damage to the PC’s
spent, an engineer should be employed as well or there is a reputation (or worse).
10% chance each month of faulty construction that could
be fatal to 3-18 workers. Without engineers guiding One 24 mile hex covers 374.112 sq miles and can support
construction, the durability of the walls are halved due to about 45,000 man-size creatures (about 120 people per
sub-par building practices. square mile). This includes farmland and domesticated
animals.
For magical additions, each square 10 feet (or less), costs
1,500 gp x caster level of the spell. The DM can create If a character gains favorable permission from the Lord of
some generic floor plans if he wishes to give players a few the Realm he builds his stronghold in, he also gains the title
examples of the possibilities and their cost. of Baron (or the equivalent title) if there are none in his
area. This gives him the right to sit in and have his opinions
In the event of a siege, wooden walls are considered armor heard in the royal court when laws are made and to pass
class 5[15] and possess the same number of hit points as any laws he sees fit (that do not go against any current laws
1/2 the gold cost to create them. Stone walls are armor of the realm) for his barony. He may also act as judge for
class 0[20] and possess 1 hit point per gp in value. Unless cases involving his subjects and have those judgments
the owner is a ruthless tyrant, it costs 2 gp to repair 1 hp of stand up in other courts of the realm.

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D&D Companion DM Instructions

Construction Costs
Major Construction Cost Time
Barbican (30 ft diameter x 30 ft high with connecting 20 ft wide x 30 ft long wall, 10 ft
4,000 gp 32 weeks
thick)
Battlements (14 ft long x 4 ft wide x 5 ft high) 20 gp 1 week
Building, Stone, 1 story (20 ft x 20 ft x 2ft) 250 gp 2 days
Building, Stone, 2 story (20 ft x 20 ft x 5 ft) 500 gp 1 week
Building, Wood, 1 story (20 ft x 20 ft x 2 ft) 100 gp 2 days
Building, Wood, 2 story (20 ft x 20 ft x 2 ft) 200 gp 1 week
Drawbridge (10 ft x 15 ft high x 3 ft thick) 400 gp 4 days
Gatehouse (usually between barbicans, passageway 10 ft wide x 12 ft high, portcullis
2,000 gp 16 weeks
included)
Moat (100 ft long x 10 ft deep x 20 ft wide) 250 gp 1 week
Palisade, Wooden (100 ft long x 10 ft high x 5 ft thick) 100 gp 1 week
Parapet, Stone (10 ft long protected walkway) 10 gp 1 day
Rampart, Earthen (100 ft long, 10 ft high) 100 gp 1 week
Tower, Round (20 ft diameter, 3 stories, 10 ft thick) 850 gp 8 weeks
Tower, Round (30 ft diameter, 3 stories, 10 ft thick) 1,350 gp 12 weeks
Tower, Round (40 ft diameter, 3 stories, 10 ft thick) 1,600 gp 20 weeks
Tower, Square (10 ft x10 ft, 3 stories, 5 ft thick) 600 gp 5 weeks
Tower, Square (20 ft x 20 ft, 3 stories, 5 ft thick) 900 gp 8 weeks
Tower, Square (30 ft x 30 ft, 3 stories, 10 ft thick) 1,200 gp 12 weeks
Tunnel (5 ft wide, 10 ft high, 10 ft long) 100 gp 1 day
Wall, Bastion (5 ft wide, 20 ft high, 40 ft long) 500 gp 1 week
Wall, Curtain (10 ft wide, 20 ft high, 100 ft long) 1,000 gp 3 weeks

Minor Construction Cost


Arrow Slit 3 gp +1 day
Arrow Slit, Crossletted 8 gp +2 days
Buttress, Stone (3 ft wide, 10 ft long) 15 gp +1 day
Ditch (100 ft long, 10 ft deep, 20 ft wide) 100 gp +1 week
Door, Iron (4 ft x 7 ft) 100 gp +2 days
Door, Secret (2 ft x 4 ft) 50 gp +1 week
Door, Trap, Wooden (2 ft x 3 ft) 2 gp +1 day
Door, Wooden (4 ft x 7 ft) 10 gp +1 day
Door, Wooden, Reinforced (4 ft x 7 ft) 25 gp +2 days
Murder Hole 10 gp +3 days
Pilaster (Pillar-like Stone Reinforcement, 5 ft thick, 10 ft high) 25 gp +4 days
Pit (per 5 ft cube) 4 gp +1 day
Portcullis (10 ft x 15 ft) 400 gp +2 days
Stairs, Stone (10 ft rise, 3 ft wide) 50 gp +1 day
Stairs, Wooden (10 ft rise, 3 ft wide) 10 gp +1 day
Window Hole, Shuttered (2 ft wide, 4 ft high) 7 gp +1 day
Window Hole, Barred, Shuttered (2 ft wide, 4 ft high) 15 gp +2 days

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DM Instructions D&D Companion

As a Baron, the character will be responsible to produce


taxes to the crown twice a year as well (usually 1 gp per
family), as well as a census once per year and must host
any member of the royal court that asks to stay at his
stronghold for a period of not more than 1 week. The
visitor should (but not always will) reimburse the Baron for
his troubles. If a call to arms is made, the Baron will be
expected to send all available troops, leaving a minimal
force behind to protect his barony.

Characters that tame parts of the wilderness and found


their own realm may take on any title they wish, but the
grander the title, the less serious surrounding kingdoms
may take him. The character will have to make an effort to
attract settlers to his domain but he keeps the taxes for his
own projects without having to provide a tithe to a more
powerful Lord.

When a ruler makes proclamations or state decisions, the


populace will look on them favorably, neutrally or
unfavorably. Unhappy populations will suffer under an
inept or tyrannical ruler only so long unless he has an iron the surrounding regions. Just because a character has
grip. Use the Monster Reaction Chart to determine how settled down doesn’t mean that he will not be called upon
well a ruler’s decisions are received with the following by his people to champion their safety and prosperity!
adjustments in addition to any that the DM deems viable:
 the ruler’s Charisma adjustment Natural disasters can wreak havoc on an otherwise
 Public works grant a +1 prospering barony as well. Every game month there should
 Martial Laws grant a -1 be a 1-in-12 chance for a disaster (rain/flood, wildfire,
 Trade treaties grant a +1 tornado, etc). The DM should decide how severe and how
 Wars can grant either a +1 or -1 many of the population it affects in the area it happens (a
simple percentage dice roll could suffice unless more detail
For those characters that are rulers, as the DM be sure pay is wanted). Typical cost if disaster relief costs 100gp/person
attention to the new Baron’s policies and track carefully the in aid and rebuilding (counting the dead as well as the
population’s reactions each month. Also, remember all of living for a total cost).
the character’s past adventures and their causes, especially
if the new Baron has settled in an area known for natural
(or unnatural) events or has a high monster population in

Siege Weapons
Weapon Type Cost Damage Min Crew Rate of Fire Max Range
Ballista (a large-size crossbow on a tripod or cart) 150 gp 1d6* 2(4) 1/4 320 ft
Bombard (Mortar Cannon) 1,000 gp 4d12+4 2(4) 1/4 300 ft
Cannon 800 gp 2d12+2 2(3) 1/2 250 ft
Catapult, Heavy 400 gp 4d4 6(10) 1/4 360 ft**
Catapult, Light (Onager) 300 gp 2d6 4(6) 1/3 300 ft**
Cauldron, Suspended (pour oil down on attackers) 50 gp 2d6 2(4) 1 -
Gallery (shed covering troops and rams/sows) 80 gp - 4(8) - -
Mantlet (8 ft long mobile shield wall for troops) 20 gp - 4(10) - -
Ram, Battering 40 gp 1d6+6 4(8) 1 -
Ram Hook (used to snag rams/sows) 10 gp - 1(4) 1 -
Siege Tower (20 ft square, 3 stories high) 500 gp - 4(12) - -
Sow (ram on a continual screw) 80 gp 1d12+12 2(4) 1 -
Trebuchet (big siege engine sling) 550 gp 5d4 8(12) 1/4 480 ft
* Against creatures, triple the damage inflicted.
** This weapon has a minimum range of half its maximum range.

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D&D Companion DM Instructions

Conditions Intensive Exhaustion: Characters suffer the same penalties


Sometimes a character will be afflicted with a debilitating as if critically exhausted, with the addition of their Strength
temporary condition, such as being stunned. The effects of and Constitution scores as well as their maximum hit points
debilitating conditions affect a character as follows: halved until they have rested at least 96 turns (or longer,
depending on the cause of the effect).
Blinded characters cannot see anything. Every attack they
make must be rolled twice, taking the worst roll, and only Exhaustion levels stack. If a character is Lightly Exhausted
inflicts half damage. They lose positive adjustments from and suffers a second exhaustion effect he becomes
Dexterity to armor class and take a +4[-4] armor class Moderately Exhausted and takes the increased penalties. If
penalty as well. Blinded victims are restricted to half a character is suffering from Intensive Exhaustion and
movement. suffers an additional exhaustion effect, he must succeed at
a saving throw vs Death Ray or die.
Dazed characters are reeling and can only make a clumsy
attempt at attack or defense, suffering a -4 penalty on ‘to Conversely if the character rests the required time he loses
hit’ rolls and a +4[-4] penalty to armor class. Dazed victims 1 level of exhaustion. So to go from Critical to Serious
are restricted to half movement. takes 48 turns of uninterrupted rest (eight hours), then to
go from Serious to Moderate takes an additional 24 turns
Deafened characters cannot hear anything (or sometimes (four hours) and so on. If the character is not in a safe,
have a buzzing or ringing in their ears). Spellcasters have a comfortable place such as a room at an inn or in his home
50% chance of miscasting any spells or incorrectly saying then double all times except for light exhaustion.
command words while deafened, with miscast effects
determined by the DM. Sickened victims are left violently shaking and retching and
unable to attack or move at greater than half movement.
Exhaustion means a character is pushed beyond his Defense is possible, but the character loses any shield
normal activity level and cannot continue to function at bonuses and positive Dexterity adjustments to AC.
peak efficiency. Exhaustion has several different levels
associated with it with each successive level worse than the Stunned characters are left reeling and unable to attack.
last. They may defend themselves, but lose any shield benefits
and positive Dexterity adjustments to armor class and
Light Exhaustion: Characters suffer a penalty of -1 to all die suffer an additional penalty of +4[-4] armor class as well
rolls, a +1[-1] penalty armor class and are considered to until the effect wears off. A stunned character cannot move
be Lightly Encumbered if they are not already until they more than half movement.
have rested at least 1 turn (or longer, depending on the
cause of the effect). Magical Research and Production (X51)
While loose rules for this appears in the D&D Expert
Moderate Exhaustion: Characters suffer a penalty of -2 to Rulebook, this volume attempts to make use of a more
all die rolls and suffer a +2[-2] armor class penalty and are defined system to lessen the needs of the DM to figure out
considered to be Encumbered if they are not already until time and cost so more emphasis can be placed into
they have rested at least 12 turns (or longer, depending on adventuring for exotic components and finding lore how to
the cause of the effect). produce the desired magic item.

Serious Exhaustion: Characters suffer a penalty of -4 to all Note that a demi-human Keeper of the Relic uses his Clan’s
die rolls, a +4[-4] penalty armor class and are considered Relic to enchant magic items by providing the raw
to be Heavily Encumbered if they are not already until they materials, research and gold with using the Relics’ magic to
have rested at least 24 turns (or longer, depending on the power the enchanting process. The Keeper’s statistics are
cause of the effect). used to determine the chance of success.

Critical Exhaustion: Characters roll all d20 rolls twice taking Spell Research
the worst result, a penalty of -4 to all other die rolls, a The rules for spell research as given in the D&D Expert
+8[-8] penalty armor class and are considered to be rules still apply, however the costs and chance of success
Overloaded if they are not already until they have rested at have been adjusted as noted in Part 3: Spells.
least 48 turns (or longer, depending on the cause of the
effect). Magic Item Creation
Clerics, Druids, Elves and Magic-users all have the ability to
enchant various magical items as they rise in level. At
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DM Instructions D&D Companion

specific levels each class has the ability to enchant more Magic Armor and Weapons multiply the bonus by 10% for
and more complex types of items. The costs for the most the penalty to the chance of success. If the item has an
commonly known magic items are found in Part 7: additional ability or extra bonus against a specific monster
Treasure but by no means are they exhaustive lists. race, multiply by 15% instead. Any spells cast by these
items are cast at the 12th level of ability.
Creating magical items is not a sure science. After the time
and research has been completed, the gold for needed Magic Rings and Miscellaneous Magical Items enchanted
components has been spent and the work is done the by the PCs have a -1% penalty applied to the chance of
player rolls a d% using the formula below to determine his success for every 1,000gp in cost to a maximum penalty of
chance of success: -70%. Any spells cast by these items are cast at the 12th
level of ability.
(Spellcasting Ability Score x 3) + Class Level
Wishes and Limited Wishes (X59)
The spellcasting ability score is Charisma for Druids, The granting of wishes should be a carefully considered
Intelligence for Elves and Magic-users and Wisdom for thing. DMs should not allow the players to change
Clerics. After all modifiers the DM deems fit to assess, the fundamental aspects of the campaign world, such as
chance of success can never be more than 85%. If the dragons not possessing breath weapons or some other
character decides at the beginning of the enchanting similar occurrence.
process to double the gold and time needed, he may
double his level when determining his chance of success. Players may use wishes to benefit themselves or others so
long as the power isn’t used as a wedge to imbalance the
For potions, scrolls and wands, a -10% penalty per spell game. The greedier the wish, the more literal the DM
level is assessed against the chance of success. Potions and should take it (the power of the wish is not interpretive, it
wands can only hold spells of 4th level or lower. All three grants what the wisher asks for, whether it was his intent or
categories cast at the lowest level possible for the spell not) in order to maintain his campaign’s balance. Selfless
enchanted in them. or heroic sacrificial wishes could be looked upon favorably
by the DM unless you portray cold logic as the granter of all
Magic Scrolls of spells the character can memorize are fairly wishes no matter their source.
straight forward to create, taking 1 day per spell level.
General Protection scrolls fall under this category as well. Wishes emulating spells cost nothing beyond the disabilities
given in the limited wish spell description.
Magic Potions may be created of spells of the character
knows, taking 1 day per spell level to brew. Wishes for 7th level spell slots are possible for Elves, but
the character cannot have more 7th level spell slots than
Magic Wands are an intermediate craft. While some are 6th level spell slots. Gaining a 7th level spell slot carries a
simple and quick to produce, others require more time and cost of 140,000xp. The character can make the wish
expense to attempt to master. It takes 1 week per level of multiple times, gaining an additional 7th level spell slot for
spell (or its equivalent) to enchant a wand with 13-20 each wish.
charges (1d8+12).
Racial abilities can be gained as well on a 1 ability per Wish
Golem Crafting is an extremely costly form of magic item basis, but carry an XP cost equal to 10% of the character’s
creation. If successful the golem will endure until it is total XP. A maximum of 2 racial abilities can be gained in
destroyed by outside forces (they will never run down, this way.
grow old or fall apart). The Golem’s Hit Dice x2 is
subtracted from the chance of success. Raising Ability scores permanently is allowed on a 1 point
per wish basis, but costs the character casting the wish
Magic Rods and Staves are a powerful step up in charged 10,000 xp for each point, up to 13. Scores over 13 cost
and permanent item creation. The spells and effects in 125,000xp per point if they are a Prime Requisite, up to
these items cast as if by a 9th level caster (the minimum 15; scores of 16 up to 18 cost 250,000xp per point and
level needed to create them). For every 1,000gp in an scores of 19+ cost 500,000xp per point. Non-Prime
item’s cost, a -1% is applied to the chance of success to a Requisite scores of 14 or greater cost twice as much.
maximum penalty of -70% (do not count the doubled cost
if the player wishes to spend the extra time to enchant). If you use gold to grant XP as given in D&D Basic, any
monetary wishes cost the wisher 1xp per gold piece in
value of anything gained.
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D&D Companion DM Instructions

Carefully worded wishes will allow the recipient (if other There are no charts or tables to create these items, as each
than the caster) to pay for the cost of any wish. one should be created with deliberate care. There should
also be a near-impossible way to destroy an artifact as well
Raising a demi-human character’s level limit is possible using dangerous locations and highly magical components
with no ill effects (he must still attain the XP needed to level in ritual to achieve cleansing the world of its influence and
however). Limited wishes and their equivalent can only do power. If desired, a method to recreate previously
this twice, while a full wish can be used as many times as destroyed artifacts may be possible as well
desired, at 1 level per wish.
For inspiration you can look to many mythological and
If a character has less Hit Dice than their level, they may religious artifacts of the real world.
wish for an additional one. A limited wish will grant 1 Hit
Dice roll, while a wish can be used more than once. This God-like Monsters (aka World-enders)
costs 10,000xp per hit point gained from the die roll. While high level adventures do see extremely powerful PCs
take riskier and riskier adventures, much of the risk is less
Magic items and monsters that have the wish ability are monster-oriented and more environmental. This can be
considered to have any cost paid already. either due to planar travel or traversing the courts of
various nobles and the power struggles that develop.
Artifacts
Artifacts are the ultimate devices of magical power in the POLITICS: In a political kingdom game the ‘god-like
campaign world. An adventuring group can spend an monster’ lurks in the background, pulling strings and even
entire lifetime searching for one, tracking down rumors of seeming like a goodly patron of the adventurers when they
its existence, powers, location, tests and lore. These are the are low level.
objects created in ages past by beings beyond mortals.
They are never found in randomly generated treasure, you He (or she) will seem friendly most of the time, with only
as the DM should place any artifact you intend for your the smallest hints of what lies beneath the skin. Successes
game carefully and with great forethought. Factions in your are cause for great celebration while setbacks cause cold
campaign world should be set in motion and forces larger relations until the next success.
than the PCs, even at maximum level, will be on the move
to take the item for themselves or safeguard it from others. Remember this is an alien creature and thinks far differently
than a human or demi-human.
Every artifact is considered intelligent (similarly to
Intelligent Swords, X46) possessing an Ego and Intelligence Eventually though; once the PCs begin to unravel the
score of 14 - 20 (2d4+12). If the bearer does not follow the mysteries of innocuous contradictions and red-herrings a
letter of the artifact’s created intent, it can force a control confrontation will happen, exposing the monster and its
check. evil intentions.

Each artifact is unique and the most powerful of its kind. Very powerful demons, the equal to Demon Princes, are
Artifacts, while immensely powerful, should not be usually the masterminds of the political worldender. For
campaign-breaking. They may be a way for PCs to defeat inspiration take a demon and an intelligent humanoid race
an otherwise undefeatable foe, either directly (as a weapon and combine their abilities.
or armor) or indirectly (creating conditions that would be
impossible, or sharing knowledge of how victory is possible Haddrik* (Monstrous, Chaotic)
in the face of the odds). Once the artifact has done its job, Armor Class: -5[25]
it will eventually disappear to a new hiding place (when it is Hit Dice: 30********* (L)
convenient) that will develop rumors of its own Move: 150’(50’)
whereabouts until it is needed again. Attacks: see below
Damage: see below
No. Appearing: 1 (unique, Bx4)
Save As: Fighter 25
Morale: 12
Haddrik has been drifting through the courts of kingdoms
for centuries. Interested in political power and always
enjoying the chaos he creates by spreading misinformation
and backroom politicking. Currently known as the Lord
Valdrik, he portrays himself a minor noble of some far
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DM Instructions D&D Companion

flung wild land barony, the second son of a second son Zargon has but one purpose: to destroy. One ancient secret
with no future or ambition. He looks plain and very non- cult has been trying to awaken him for centuries with little
descript but he possesses the strength of a hill giant in his success. However time seems to be the thing that Zargon
human form (2 damage dice on both of his melee attacks). requires. Strange omens have been seen heralding his
return.
Haddrik of course plays the struggling lord to a well-
practiced ‘T’. None know that his real appetites are strife In combat Zargon is a killing machine. Fortunately his
and unrest, emotions that feed his otherworldly hunger. In colossal size makes it impossible to strike at creatures of
his normal form he appears to be a cross between a human Large size or smaller with more than 3 tentacles per round.
and an Arachne demon (C66). Haddrik has access to the His most fearsome attack however is his bite. Though he
spells of a 15th level Magic-user in either form as well as has minor magical ability at his disposal (spells as a Magic-
the abilities of his demonic side. user 7) he rarely uses them.

The real danger of Haddrik to PCs is not the magical or When spells and spell-like effects are used against Zargon
demonic might he possesses, it’s his mind. Always planning there is only a 10% chance per spell level of it succeeding.
webs within webs to ensnare the unwitting he will always Area-effect spells can still affect others.
seem moves ahead of the PCs, until they uncover his fatal
flaw and can expose him in dramatic fashion. So long as Zargon’s horn is intact he regenerates 10 hit
points per round from any damage total. Until his horn is
EXPLORATION: Weather exploring the planes or the removed or destroyed (100 hit points, not included in
uncharted wilds of the campaign world the PCs can hear Zargon’s hit point total) Zargon is in effect immortal and
whispered rumors of a great beast or demonic thing that unkillable.
will one day end the world in some dramatic fashion.
Zargon is immune to fire, lightning, sleep, charm, hold,
This type of plot is similar to discovering and tracking down energy draining, poisons and paralysis spells and effects.
an artifact. Lots of whispered rumors, mutterings of
madmen, partial maps and more give the PCs clues to
follow to avert this doomsday event.

Unlike the political world-ender, the bestial version has


more basic wants when it awakens - feed, destroy, sleep.

When developing a bestial world-ender, mashup two or


three monster races (magical and mundane) and then give
it a twist.

Zargon* (Monstrous, Chaotic)


Armor Class: -5[25]
Hit Dice: 45********* (C)
Move: 150’(50’)
Attacks: 6 tentacles/1 bite/1 gore
Damage: 1-8x6/10-60/2-16
No. Appearing: 1 (unique, Bx4)
Save As: Fighter 25
Morale: 12

Zargon, the Creature that Dwells Under, resembles a


horrific joining of an octopus and a unicorn. It’s equine
body is held upright on a trunk of 2 strong tentacle ‘legs’
and his forelegs are a mass of 3 tentacles on each side of
this body. A strangely octopoid-shaped head with a many-
fanged maw is topped by a single bulbous eye and a
blackened unicorn-like horn.

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Part 9: Optional Additions
Fighter Combat Options Defensive Strike: If you are performing a retreat (B25) and
Fighter and some demi-human classes have the best an enemy misses you during the parting attack you may
combat ability in the game. However, some may feel that make an immediate attack on him before you move away.
some sort of gain is still due them and their usefulness can
be outshined by other classes’ abilities. One change given Disarm: The character can attempt to remove his
to Fighter classes (and Demi-humans) is multiple attacks. opponent’s weapon from his grasp. If the character makes
Combat Options are an additional way to differentiate a a successful melee attack no damage is inflicted. The victim
character’s combat style and can provide a basis for role- must make an opposed d20 roll and if he fails to beat your
playing as well. Each option can only be taken once unless ‘to hit’ roll or his weapon falls 5-10 feet distant.
otherwise noted. The DM may require a teacher found and
training time used to learn these. Eagle Claw: When fighting unarmed, add your Wisdom
adjustment to damage as well as Strength.
If this optional rule is used, Fighters begin play with two
combat options and Demi-humans receive one. At 5th Finesse: If you are using a melee weapon one or more size
level and every five levels after, Fighters and Demi-humans categories smaller than yourself and your Dexterity Missile
gain one new combat option. Fire adjustment is greater than your Strength adjustment
you may apply your Dexterity adjustment to your melee ‘to
Berserk: This grants a +2 bonus on melee damage rolls, hit’ and damage rolls instead of your Strength adjustment.
saving throws vs. mind-affecting effects and a +1[-1]
penalty to armor class for one entire combat. Small characters are limited to hand axes, clubs, daggers,
sickles and short swords.
Immediately after the combat ends, the character suffers
exhaustion until he rests for at least 1 turn. The character Firearms Expert: You know your weapons and ammo so
may Berserk 1/combat. well you reduce the chance for a dud wad or jam to 1-in-
10. You also gain a +2 damage bonus with pistols and
Cleaving Strike: If the character kills a melee opponent rifles.
during his normal attack he can make an immediate attack
on another opponent within his melee reach no more than Flurry of Blows: You gain one additional melee attack each
once per round. round when fighting unarmed.

Cloth Dancing: When unarmored and wearing only robes Flying Kick: When charging unarmed you deal an
or clothing with a cloak the character uses the movements additional 1-6 points of damage.
of the loose clothing to fool his opponent. In addition to his
Dexterity adjustment to AC, he applies his Charisma Grenadier: When throwing grenade-like weapons your
Reactions adjustment as well (remember to subtract this in range adjustments become +2/+1/+0. You inflict an
the Descending AC system). additional 1-6 points of damage on the primary target and
splash damage.
Close Quarter Fighting: When fighting with a pole-arm
weapon in close quarters or someone is in your square Ki Blast: The character uses one of his Ki Strikes to fire a
(grappled for example), you can use the butt-end or blast of Ki energy with the same range as a sling. Damage
pommel of your weapon in hand to make melee attacks. inflicted is equal to unarmed strike damage x4.
This inflicts half of your weapon’s normal damage
(minimum of 1 point). Ki Strike: Up to twice per day an unarmed strike can be a
Ki Strike, stunning a living opponent for 1-3 rounds plus
the character’s Charisma adjustment with a successful hit.
The victim gains a saving throw vs. Paralysis to negate.

Leadership: The character has an aura of authority that


people are willing to follow. The character gains a +2
bonus on the Hireling Reactions table and a +1 bonus
when determining followers gained when establishing a
stronghold.

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Optional Additions D&D Companion

Martial Artist: You have trained for years with monks of an Shield Bash: You can make a two-weapon fighting attack
old order. Your unarmed strikes inflict 1-4 points of using your shield and keep its armor class adjustment.
damage plus Strength adjustment.
Shield Hurl: If you are using a shield, you can hurl it with
Many-shot: While wielding a long or short bow, pistol or the same range as a hand axe for shield bashing damage.
sling you can make one additional missile attack each
round as if you are a 0-level human. On a natural ‘1’ the Shield Mastery: While fighting with a shield, the character’s
weapon breaks (usually the bow string or sling strap) or in shield bonus to AC is -2[+2].
the case of pistols catastrophic failure (explodes in your
hands for 1-8 damage). Smash: If you only make a single melee attack in a round
at a -4 penalty (this negates all of your other attacks, if
Monkey Grip: You are trained in a technique that allows any), you add your entire Strength score to the damage.
you to wield melee weapons one size category larger than
yourself (except pole-arms) as a one-handed weapon. Sniper: When using a missile weapon at its normal rate of
Attacking in this fashion carries a –2 penalty on all ‘to hit’ fire you inflict double dice damage against targets you hit
rolls made with the weapon. at medium and long range.

Mounted Archery: You don’t take penalties while fighting Spear Maneuvers: When fighting with a spear or trident the
from horseback, moving wagons and chariots with missile character can reach up to 10 feet while fighting one-
weapons. handed. The character may set a spear or trident against a
charging opponent and if the character hits (‘to hit’ roll
Mounted Combat: You don’t take penalties while fighting required) he inflicts double dice damage to the charging
from horseback, moving wagons or chariots with melee opponent.
weapons (the spear and lance don’t suffer this penalty).
Strike Mighty Blow: While wielding a melee weapon two-
Rapid Reload: While wielding a crossbow or rifle you can handed you gain a +2 damage bonus.
hurry your reload and blindly fire on your reloading round
as if you are a 0-level human. On a natural ‘1’ the weapon Two-weapon Defense: When fighting with two weapons,
breaks (usually the winch/crank) or in the case of rifles you gain a -1[+1] bonus to armor class.
catastrophic failure (explodes in your hands for 1-12
damage). Two-weapon Fighting: You can use any weapon of your
size or smaller that you can wield one-handed.
Sharp Shooting: When firing a missile weapon into melee
combat the character halves his miss chance. Two-weapon Rend: When fighting with two bladed
weapons, if both weapons successfully hit the same

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D&D Companion Optional Additions

opponent in the same round you inflict an additional 1-6 Demi-human Druids
points of damage. The belief in Nature as a force of its own, apart from
mortals and the Deities has existed since before the
Zen Archery: The character applies his Wisdom adjustment appearance of mankind. Dwarves and Gnomes have
on ‘to hit’ rolls with missile weapons instead of Dexterity. worshipped the foundations of the world deep in their
caverns, Elves and Halflings the beauty and tranquility of
Demi-human Class Options the natural wonders. Humans see all aspects of Nature in
The Dungeons & Dragons game portrays the typical kind their beliefs, the beautiful tranquility, with a hint of the feral
of basic Demi-human adventurer, hence why all of the and respect.
demi-humans resemble Fighters. Demi-humans have a rich  No additional allowances.
society and history though and have representatives of the
other human classes as well, but there are very rare for Demi-human Magic-users
outsiders to see. Just like the Cleric, every race has some degree of magical
talent (or lack thereof). While not every race is capable of
Demi-humans opting for a human class keep their race- producing an accomplished arch-mage or historically
class. They add the XP chart for both classes together to remembered Wizard, there is at least the potential for some
determine when they advance in level. talent, even if just a little.

They use the better of the saving throws and ‘to hit’ rolls NOTE: Demi-humans use the Elf Spell Table to determine
from both of their classes. spells per day. Elves cannot take this class.
 Gnome Magic-users retain the ability to wear and
When determining hit points roll both classes’ hit die and cast spells in leather, studded and ring mail armor.
take the higher result. They cannot cast spells that animate the dead,
cause instant death or elemental damage.
The dual-classed demi-human must abide the most
restrictive weapon and armor allowances between both Demi-human Thieves
classes. Thief can be a misnomer; some call them burglars, scouts,
rogues, highwaymen, tomb raider or more. Some races are
Dual-classed demi-human characters can reach 9th level in more better adapted to the lighter, leaner style of the Thief
their human class, plus the ability score adjustment of the and blend it well with their existing racial knacks or
human class’ Prime Requisite. The demi-human class can worldviews.
advance to its maximum level, but still combines the  Halfling Thieves have the Thief Skills of double the
experience needed from both classes. character’s level.

NOTE: If the DM is using the demi-human classes as strictly


presented in the Basic & Expert rules (with the lower level
limits) then reduce the maximum level for the human class
to 5th level plus Prime Requisite bonus.

Demi-human Clerics
Every race has some kind of representation in the world of
religion. Most are more secretive than others, especially to
outsiders. You could see a demi-human Cleric and never
know he was anything more than a very philosophical non-
human. They may use any of their divine gifts to aid close
friends and companions, but the Deities of the Demi-
humans only allow raising of the dead for their own
respective races.
 Dwarf Clerics may use battle axes.
 Elf Clerics may use short bows.
 Giantkin Clerics may use two-handed swords.
 Gnome Clerics may use picks.
 Halfling Clerics may use sickles.

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