Gnoll
Goblin
Armor Class: 5 Hit Dice: 2 (L) Move: 90' (30') Attacks: 1 weapon Damage: By weapon + 1 No. Appearing: 1d6 (3d6) Save As: F2 Morale: 8 Treasure Type: (P) D Intelligence: 7 Alignment: Chaotic XP Value: 20 Monster Type: Humanoid (Common). Gnolls are ferocious humanoids of low intelligence. They resemble a cross between a human and a hyena. They live in rough, rugged wasteland and wilderness areas. Gnolls may use all weapons, but most do not work metal; they steal most of their metal weapons from humans. They are strong, but dislike work and prefer to bully and steal. For every 20 gnolls encountered, one will be a leader with 16 hit points who attacks as a 3 Hit Die monster. Gnolls are rumored to be the result of a magical combination of a gnome and a troll by an evil magic-user. There can be gnoll spellcasters; see "Monster Spellcasters" later in this chapter. Terrain: Hill, Mountain.
Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Gnome
Armor Class: 5 Hit Dice: 1 (S) Move: 60' (20') Attacks: 1 weapon Damage: By weapon No. Appearing: 1d8 (5d8) Save As: D1 Morale: 8 or 10 (see below) Treasure Type: (P) C Intelligence: 11 Alignment: Lawful or Neutral XP Value: 10 Monster Type: Humanoid (Common). Gnomes are a humanoid race related to (but smaller than) dwarves. They stand 3 1/2' to 4' tall and have long noses and full beards. Gnomes have well-developed infravision, with a 90' range. They usually live in burrows in the lowlands or in underground communities. Gnomes are excellent smiths and miners. They love gold and gems and have been known to take foolish risks just to obtain them. They love machinery of all kinds and prefer crossbows and war hammers as weapons. Gnomes like most dwarves, but make war with goblins and kobolds, who steal their precious gold. They usually attack kobolds on sight. For every 20 gnomes, one will be a leader with 11 hit points who fights as a 2 Hit Die monster. In the gnome city or village lives a clan chieftain and his ld6 bodyguards. The clan chieftain has 18 hit points, attacks as a 4 Hit Die monster, and gains a bonus of +1 on damage rolls. The bodyguards have 10-13 hit points and attack as 3 HD monsters. As long as the clan chieftain or leader is alive, all gnomes within sight of him have a morale of 10 rather than 8. There can be gnome spellcasters; see "Monster Spellcasters" later in this chapter. Terrain: Cavern. Open.
6 1-1 (S) 90' (30') 1 weapon By weapon 2d8 (6d10) Normal Man 7 or 9 (see below) (R) C 9 Chaotic 5
Monster Type: Humanoid (Common). Goblins are a humanoid race, small (3 1/2' to 4 1/2' tall) and very ugly by human standards. They have pointed ears and misshapen teeth. Their skin is a pale earthy color, such as chalky tan or livid gray. Their eyes are red, and glow when there is little light. Goblins live underground in caves and caverns
and have well-developed infravision, with a 90' range. In full daylight they fight with a penalty of - 1 on their attack rolls. They normally send hunting parties out at night to scavenge food and attack poorly-defended groups of humans. There is a 20% chance that when goblins are encountered outdoors, 1 of every 4 will be riding a dire wolf. Goblins hate dwarves and will attack them on sight. In the goblin lair lives a goblin king with 15 hit points who fights as a 3 HD monster and gains a +1 bonus to damage rolls. The goblin king has a bodyguard of 2d6 goblins who fight as 2 Hit Dice monsters and have 2d6 hit points each. The king and his bodyguard may fight in full daylight without a penalty. The goblin morale is 9 rather than 7 as long as their king is with them and still alive. There can be goblin spellcasters; see "Monster Spellcasters" later in this chapter. Terrain: Cavern; Hill, Mountain, Woods.
Golem*
Armor Class: Hit Dice: Move: Attacks:
7 2 + 2 (S) 120' (40') 1 fist
Wood
Bone 2 6*(M) 120' (40') 4 weapons
Damage:
1d8
by weapon
Obsidian 3 6*(L) 120' (40') 1 weapon or 1 fist 2d4
No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
1(1) Fl 12 Nil 4 Neutral 35
1(1) F4 12 Nil 4 Neutral 500
1(1) F3 12 Nil 4 Neutral 500
Monster Type: Construct, Enchanted (Rare). A golem is a "construct," a powerful, enchanted monster created and animated by a high level magic-user or cleric. Golems can be made of almost any material. The DM should feel free to create new types as desired. Golems can only be damaged by magic or magical weapons. They are also immune to sleep, charm, and hold spells, as well as all gases (since they do not breathe). The creation of a golem is discussed in Chapter 16. Wood Golem: Crude manlike figures about 3' tall, they move stiffly, with a penalty of -1 on initiative rolls. They burn easily, with a — 2 penalty to all saving throws vs. fire, and all such attacks gain + 1 point per die of damage. They are immune to all cold-based attacks and all missile fire, including magic missile spells. Bone Golem: These are 6'-tall creatures made from human bones bound together into a manlike form. Their four arms may be attached nearly anywhere on their bodies. Four one-handed weapons (or two two-handed ones) may be used by a bone golem, and it may attack two enemies each round. Bone golems are immune to fire, cold, and electrical attacks. Obsidian Golem: Golems made of obsidian will appear as sharp-featured humanoids carved of this black glass. Obsidian golems have only low intelligence, but they have the power of speech, and can be controlled by simple com-
Mud 9 8*(M) 90' (30') 1 hug 2d6 + special 1(1) F8 12 Nil 4 Neutral 1,200
Amber 6 10* (L) 180' (60') 2 claws/ 1 bite 2d6/2d6/ 2d10 1(1) F5 12 Nil 4 Neutral 1,750
Bronze 0 20**(L) 240' (80') 1 fist + special 3dl10+ special
1(1) F10 12 Nil 4 Neutral 5,975
mands, passwords, or riddles. In combat, an obsidian golem reduced to 0 hit points will shatter into worthless rubble. Mud Golem: A mud golem stands about 6' tall and is shaped much like a muscular human fighter. It can swim or walk on the surface of mud and quicksand without sinking. It can remain submerged in the substances indefinitely without sinking, rising to the surface when it wishes. Mud golems hug their victims with both arms, trying to smother the victim in its body. If a mud golem hits, it will automatically cause 2d6 points of smothering damage each round thereafter. Amber Golem: These resemble giant cats, usually lions or tigers. They are faultless trackers and can detect invisible creatures within 60'. Bronze Golem: These creations look somewhat like fire giants and stand 16' tall. Their skin is bronze and their blood is liquid fire. Any creature hit by a bronze golem takes 1d10 extra points of damage from the great heat inside it (unless the victim is resistant to fire). Anyone scoring damage on a bronze golem with an edged weapon must make a saving throw vs. death ray or take 2d6 points of damage from the fiery "blood" spurting out of the wound. Bronze golems are not affected by fire-based attacks. Terrain: Variable. Load: 500 cn x HD at full movement rate, or 1,000 cn X its HD at half movement rate.