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The Quest of the Gem
A massive and heroic Therran campaign for 4-8 characters of levels 9-12

 

PART THREE - THE DROW REALM

This section deals with the massive Drow Empire. The DM is encouraged to read the entire section carefully before attempting to run it.

Note to the DM:

This section of the scenario is extremely broad and free form, as there is no way to detail the entire Drow Empire in a single publication. In addition, the potential options and paths available to the party at this point make the traditional linear adventure description pointless. What this section should be viewed as is a campaign setting where the enterprising DM can design scenarios that utilize the unique setting and advance the Quest of the Gem to the next stage.

As such, this section is presented in several stages.

First is a general description of the drow, their society, their history, and their organization. This is not intended to be an exhaustive treatise on the drow, for that would require a work of its own. But it should provide the DM enough information to create scenarios set in the Drow Empire.

Second is a description of the Empire itself, including map references and an expansive wandering encounter chart.

Third are sample scenarios and keyed encounters that were used in the original campaign and can be used wholesale by DMs or used as examples of the kind of scenarios that can be employed. Basically, it is up to the DM how long this section of the scenario will take. In theory, this entire section could be blown through in a single session, with one set scenario and a few wandering encounters before proceeding to the next Part of the scenario. Alternatively, the DM could have the party wandering the Drow Empire for session after session.

What is presented in section 3 is the series of scenarios and encounters used by the original DM to advance the party along. Should the party wander the Duergar Empire, for example, then the scenarios presented would not fit and the DM would have to design his own scenarios to advance the party to its ultimate destination, the Fane of Lolth.

Section 1 - The Drow of Therra

The drow of Therra are, in most ways, similar to the drow of most AD&D worlds, including Greyhawk and the Forgotten Realms. DMs will note many items such as house insignia and drow-specific spells lifted wholesale from Forgotten Realms. As such, this section will not go into great detail as to the makeup of the drow, their powers, or their outlook on life, as they are already detailed in such publications as "The Drow of the Underdark".

Drow society is much like society in the science-fiction world of "Dune". That is, drow society is composed of various factions that constantly strive to better themselves at the expense of their rivals. Drow society survives because the various factions, though they constantly strive against each other, remain balanced one against the other.

Drow Factions

The most pervasive faction in the Empire is the Priesthood of Lolth. The priesthood wields a great amount of power both because of the direct support of its patron, Lolth, the powers wielded by its clergy, and the societal necessities that make a religious institution valuable in the first place. The Lolth priesthood is generally concerned with expanding the power of Lolth throughout drow society. In addition, most of the priesthood is very occupied with expanding their own temporal power via their religion. However, though Lolth is the only deity officially worshipped by the drow, many drow do not actively devote themselves to Lolth, instead giving lip service to the deity and the priesthood to varying degrees.

The second faction is the Noble Houses. Drow houses are composed of clannish organizations generally organized along ancient bloodlines, though over the millennia this has become somewhat intermingled due to intermarriages and promotions.

There are 24 Noble Houses of the Drow Empire. These are detailed on the Drow House Listing included below. These houses are involved in an ever-shifting dance of feuds, assassinations, alliances, and rivalries in their struggle to gain supremacy over the other houses. The current makeup of alliances and rivalries amongst the houses is detailed on the Drow House Matrix included with this scenario.

The Drow House Listing shows the letter designation of each house, its full name, the name's meaning in Drow Elvish, the house symbol/insignia, and the house specialty (i.e. what craft or ability the house is known for).

The listing also includes four columns with ratings for each house. Each rating is from 0 to 10, with 10 being the greatest value.

The Lolth Religion column tells to what extent the house is generally devoted to Lolth or allied to the priesthood.

The next three columns each represent one of the three drow cities and tell what level of power or influence that house wields in he given city.

The Drow House Matrix shows each house, and the two religions of the Drow and sets forth their relationship to every other drow house and religion. Thus, it is easy to tell, at a glance, that House Vrielsevri is formally allied with House Y'red-luthui while they are hostile to the priesthood of Lolth.

DMs should keep in mind that just because one house is hostile to another does not mean they are at war or that their members immediately attack on site. Drow hostility is generally far subtler when directed against other drow. For example, House Vrielsevri is hostile to the priesthood of Lolth. However, the priesthood is so powerful that Vrielsevri would never move openly against it. However, it is engaged in activities which tend to thwart the priesthood and is willing to assassinate priests who try to throw their weight around too much in the city where their house holds sway.

In addition to the 24 Noble Houses, there are a variety of smaller houses that generally hold allegiance to one of the Noble Houses. This is pretty much assured because a minor house that did not ally with a Noble House would be quickly crushed or taken over by any Noble House that had the willingness to do so. However, these minor houses can, at times, wield influence by serving as the currency of the Noble Houses. Switching allegiance from one Noble House to another can result in great danger for a minor house or great influence. At times, a minor house can rise to the ranks of a Noble House, and conversely, over history some Noble Houses have fallen into disfavour and misfortune and have dwindled to minor house status or have dissolved entirely.

In addition, the three drow cities also represent factions with their own interests, and there is a great rivalry between the three cities that can tinge or sometimes override other faction allegiance.

Finally, a splinter religion has developed amongst House Quinilver of the drow. This is worship of Ghaunadaur (aka Juiblex), a maug who is a rival of Lolth and who wishes to establish a power base amongst the drow. Worship of Ghaunadaur is extremely secretive, and most of the rank and file of House Quinilver does not even suspect the existence of such a religion. At this stage, the Lolth priesthood would move to wipe out the religion with extreme prejudice were they to find out about it.

So, you have 24 major houses vying with each other in a constant state of internecine strife, balanced out by the priesthood of Lolth which serves as the glue of the fractured society and as a balancing agent to make sure the inter-house conflicts do not get out of hand. The priesthood of Lolth has enough power to defeat any single house of the drow (and likely any 6 houses), but it would not stand against the combined might of all or even most of the houses. Thus, the houses must make sure they do not anger the priesthood enough to be singled out and destroyed, but on the other hand, the priesthood must tread carefully lest the houses join together and crush it.

Apparently, Lolth is satisfied with this arrangement, as this constant low-grade warfare and political maneuvering serves to cull the dim and the weak and promote the clever and strong.

Not all drow are members of any faction (though most live or are attached to a city and so could be said to belong to a city faction). In fact, most drow are not official members of any house, Noble or minor and are not formal members of the Lolth clergy. These drow generally spend their time trying to survive in a dangerous society and to advance their status and power in any way possible without risking their lives unduly. This might include eventual membership into a minor house or, with great deeds, membership in a Noble House.

DROW HOUSE LISTING (to be included)

DROW HOUSE MATRIX (to be included)

Drow History

The drow originated from sylvan elf and grey elf stock. Their lineage traces to the surface before the first and second wars against the Deceiver, when the Blanthil Forest was overrun by evil and the elves suffered many a travail in their flight from their homeland. In those ancient times, the high queen of the elves wore in her leafy crown one of the seven gems of power by which the sleeping gods could be awakened. The queen's sister, Matarathel, coveted both the crown and the queen's power, for Matarathel and the elf queen Tanaril were both born twins (an extremely rare event for elves), and it was said that both Matarathel and Tanaril emerged from the womb simultaneously, each wrapped in an embrace around the other and even conjoined at the left hand (the conjoined fingers were severed at birth). Such a birth killed their mother, and it was left to the father to decide which daughter would inherit the queendom.

After 50 years the father let it be known that Tanaril, always his favourite of the two daughters, would be the next queen of Blanthil. Matarathel, already jealous of her father's attention towards Tanaril, was now embittered beyond redemption, and she became estranged from the court of Blanthil and instead sojourned into the deepest parts of the forest and became fey and delved into arcane lore. There she also befriended or enslaved many of the weaker or more malicious of the fairy folk of the forest.

One day a Maug came to Matarathel, disguised in the form of a small spider. This Maug, Lolth, was known for her sibilant tongue and her deep knowledge of elves. In addition, Lolth was also a jealous and covetous being who was often angered at her lack of favour in the eyes of the Deceiver, and so had unique insight into Matarathel's emotions and weaknesses. The Deceiver, sensing this common bond, sent Lolth to win the gem of power in Tanaril's crown.

So it came to pass that Lolth offered herself as Matarathel's familiar and slowly seduced the elven sorceress fully into the ways of evil. Matarathel's power increased alongside her malice, and her power extended eventually to include many elves, charmed or convinced by her beauty and her speech (no small feat considering the elven resistance to charms).

When the time was at hand, Matarathel struck. Her assault against Tanaril was sorcerous in nature, and almost succeeded in slaying the elf queen, but in that she failed. However, Lolth, not caring whether Tanaril lived or died, wrested the true prize she sought, the gem of power. After the "failed" assault, Lolth revealed her true nature to Matarathel and promised her that if she and her minions served the Deceiver in the upcoming war, she would be made queen of elves. Of course, Matarathel assumed that this queendom would be over Blanthil Forest. She was mistaken.

Matarathel gathered to herself even more minions and more sorcery and power, until her portion of the woods became haunted and fell into disrepute. But so rarely was she seen that the elves deemed her defeated and nothing more than an object with which to scare bad young elves. Finally, the hour of war was at hand, and Lolth came to Matarathel and told her that if she now swore complete and unswerving allegiance to Lolth then her queendom would be hers. Matarathel so swore, and Lolth, she, and her minions struck the first blow against Blanthil. In the initial confusion they caused, the forces of the Deceiver were able to gain almost half of the great forest before the first war ended.

However, complete victory was not Lolth's, and so Matarathel, now living in the Deceiver's portion of the forest, worked to extend her elven lifespan and attracted even more followers and built up her strength tremendously. For over two thousand years both Matarathel and Lolth bided their time, until the second war erupted. This time Matarathel and Lolth struck swiftly and silently, killing the royal family as they slept in their chambers. The war went badly for the elves of Blanthil, and their entire forest was lost to evil.

After the battle, when the Blanthil elves had entirely fled their beloved forest, Lolth revealed to Matarathel her new kingdom. It was not to be the Blanthil Forest, which would be the domain of Lolth herself, but rather the underground world. Matarathel was enraged and prepared to strike out against the treacherous Maug, but Lolth reminded the venerable elf that she had bound herself body and soul into Lolth's service, and to ensure that her new kingdom was to her liking, Lolth wove a magical web around Matarathel that bound her to her new kingdom forever.

Matarathel and her servants left Blanthil embitteredly and followed the route underground that Lolth had prepared for them. After a long and arduous journey in the darkness, they came to a large cavern lit by strange lichen that emitted a soft mauve glow. Here they were to make their home. Hard was their life then, for they knew naught of the ways of the underground. Many were lost to strange creatures who resented the elvish intrusion. Others simply lost the will to live, cut off from sunlight and green plants. But the most wicked, most cunning, and strongest of them survived, and bathed for centuries in the strange magical glow of the lichen, they changed….body, mind, and soul. Skin became black as night, and they gained magical powers. Senses heightened. Physical strength waned, replaced by nimble cunning. And they gained lore and knowledge of the underground. They developed a new metal and infused it with the glow of their home, forming the wondrous drow metals that comprise their weapons and armour.

Eventually, Matarathel passed away and a civil war erupted, with the losers to the succession fleeing their home cave to found new colonies (bringing the strange lichen with them). And so it went. Houses were formed, breeding programs introduced to make the drow more numerous, and internecine warfare erupted over and over again. Queens were assassinated and houses rose and fell, wars were fought with other denizens of the underworld. And slowly, drow society formed into its present shape.

As mentioned, Lolth first dwelt upon the surface in Blanthil. She made of that once beautiful place a land of terror and dread, filled with venomous arachnids and wriggling death of all shapes and sizes. But Lolth was cunning. She had sent the drow underground not to punish Matarathel, but to allow her to breed a powerful race of servants out of sight of the Deceiver and the other Maugs, so that when her race was one day strong beyond measure, she could wrest the power she had long been jealous of away from the other Maug and become the right hand of the Deceiver.

Alas for her machinations, for early into her reign over Blanthil, another Maug was placed by the Deceiver as guard over the Hall of Slumber (although all of the gems of power had been destroyed, the Deceiver takes no chances and always has a strong guard at the Hall of Slumber). This was a sign of favour by the Deceiver, for no other position, other than right hand of the god himself, was more important or honoured. And Lolth's jealousy got the better of her, for she started to work intrigues against this Maug, who is known by the name Demogorgon. But Demogorgon pierced the webs surrounding Lolth's intrigue and he made war upon her and drove her from the forests and down into the darkness to which she had consigned Matarathel.

Drow Society

Drow nobility is organized into houses. Each house keeps a private army to back its will and protect its interests. Some houses specialize in certain areas. For example, one household might specialize in trade, another in the forging of weapons, a third might breed warriors, and a fourth might be known for its mages. Other houses are simply known by way of to whom they have allied. Alliances between houses generally shift with the changes in the fortunes of power, and many smaller, weaker houses have survived by choosing the proper allies.

Membership into a house is usually along familial lines. Most houses are composed of a few lines, with new blood introduced by way of marriage and inter-house breeding. On occasion, however, a drow can shift houses or be admitted to a house on the basis of services rendered or to be rendered, or for political expediency.

Drow society is matriarchal. This stems from Lolth's choice of form as a female, from Matarathel's gender, and from the fact that arachnid females dominate their males. Male drow are not chattel or slaves, and can even rise to positions of power, but they are still in general second-class citizens. "All things being equal, males aren't" is a popular snide drow saying. The priesthood of Lolth is closed to males, and this assures that no male will ever truly rise to high power in drow society. Males are somewhat stronger than females however, but less intelligent and less adept at magic, and thus they tend to be used in more menial tasks, like forging weapons and such. In the first two cities of the drow, where trade and commerce are not thought of as noble tasks, most of the traders are males. In addition, most of the line troops in the drow armies tend to be males. Females are the mages and leaders and nobles and sycophants of the drow society, and all but the lowest of females are accorded respect by all but the most powerful of males.

Drow are chaotic and evil. Lolth encourages survival of the fittest, and as such, drow are always scheming and plotting to rise in power and stature amongst their fellows. There is a constant state of feuding and internecine conflict in drow society, and assassination is an art form, not a crime.

That said, this seething cauldron of intrigue is still contained into a cohesive society by laws and mores and traditions to which drow cling. Thus, while assassination is allowed, certain bounds of proprieties must be observed. Wars between houses are ritualized affairs, not unlike the KANLY of Frank Herbert's Dune books.

From time to time the drow have had a queen. This has been true even after the first queen, Matarathel, died. However, it is not common for a single drow to gather so much power that she can simultaneously dominate the priesthood of Lolth and all of the Noble Houses. When it has happened, the reign is often turbulent and short-lived and few drow queens have ever passed away from natural causes.

Drow use slaves abundantly. Derro, deep gnomes, deep dwarves, orcs, goblins, bugbears, quaggoth, and troglodytes are all favoured slave races. The drow of the third city have raided the surface and have dwarf and human slaves as well. These they have bred and have sold to drow in other cities, so that human and dwarf slaves can now be found in all three cities.

Drow and the Deceiver

When Lolth was driven underground by Demogorgon, her loyalty to the Deceiver was broken. She was tired of accomplishing great deeds and never being rewarded. So she fled underground and stopped responding to the Deceiver's call when the time of battle approached. Instead, she set about strengthening her hidden kingdom, so that when she was finally discovered by the Deceiver, she would be powerful enough that she and her minions could not easily be defeated.

Thus, drow have been largely uncaring or ignorant of the Deceiver and his surface wars, and few if any venerate the god. Most drow either worship Lolth directly, or at least pay lip service when her priests are at hand. A few drow have from time to time worshipped other demons or spirits, but such worship is generally isolated to a few disaffected drow or maybe even a disaffected house seeking power of favour to help them defeat a rival.

Over the years, the Deceiver learned of Lolth and her drow, but never regarded them as anything but a potentially useful tool. When the Deceiver was rebuffed from conquest in his last battle, he determined that the tunnels of the drow might be the best way to strike at the mortals deep in their heartlands. Therefore, he has recently sent emissaries to the drow requesting the right to pass his armies through the drow tunnels and into the mortal lands. Lolth and the drow were engaged in negotiations, with Lolth trying to make certain that this time her aid would not go unrewarded. The group of surface dwellers, however, who recovered the High Anvil of the Dwarves from an abandoned dwarven city now occupied by drow colonists from Yyered Nulthil, gave the exiled dwarves enough heart to attempt to recover their lost citadel. In 5506 the dwarves marched en masse and dug a new tunnel directly into the dwarven city under the West Mountains.

Alas for the dwarves, for minions of the Deceiver heard of the dwarves' plans and arranged to ambush the dwarven army, but only after the dwarves had struck against the drow. Thus the dwarves, thinking they were assaulting a mere drow outpost, ran up against an ambush of a powerful army of the Deceiver. The dwarves were decimated and evil took the day. However, the ferociousness with which the dwarves had initially struck the drow (before the Deceiver's forces arrived to conveniently save the day for the drow) and the fact that just before that a party of surface dwellers had stole the sacred dwarven anvil right out from under their noses, convinced Lolth and the drow that their position was becoming precarious and that they had better conclude their dealings with the Deceiver immediately.

Thus have the drow thrown in their lot with the Deceiver. They gird for war, emboldened by the fact that the Deceiver promised that no sunlight should shine upon them when the hour of battle was at hand.

The drow widened their roads and tunnels and concealed their entrances to the surface while the Deceiver's forces mustered in deep drow-hidden caverns, ready for the assault to begin.

Lolth mustered some 30,000-40,000 drow warriors. This number remained small because the drow have other enemies (such as the duergar) from which they need to guard their homes. In addition, Lolth does not wish to suffer overmuch should the Deceiver's forces be bested on the field of battle. So she committed just enough of a force to lay claim to great aid on behalf of the Deceiver.

Drow Relations with Others

The drow are a cruel and malicious race and generally deem all other races to be slave chattel or hated enemies or rivals to be defeated. This outlook doesn't engender good relations amongst one's neighbours. However, the drow are strong enough and adept enough to stand on their own, and it was they who made their way into an alien environment and took their empire from the native races and have managed to hold it for all of these years.

The drow are the most powerful race in the underworld, with only one other race to rival them for complete dominion of the Underdark…the duergar. The drow and the duergar are implacable enemies and their war, though flaring hot and cold as circumstances warrant, has lasted millennia. This hatred can be best explained by the differences in outlook between the two races (the drow are self-absorbed while the duergar serve their nation as a whole), difference in alignment (Chaotic Evil versus Lawful Evil), difference in root race (elf versus dwarf), and the simple fact that each is the other's only real rival.

While the drow are certainly more powerful and magically adept on a one-for-one basis, the duergar make up for this by being completely united and able to muster trust and genuine consensus and obedience amongst its members, while the drow are always hampered by their need to guard against their own kind. In other words, the drow abilities make them strong, but their internecine strife limits their ability to make war on their neighbours. It is only when their race is threatened that the drow band together sufficiently to wield their power with terrible efficiency. Thus, a sort of stalemate has arisen between the two great powers. The duergar are not strong enough to conquer the drow, and the drow are not focused enough to conquer the duergar.

With regard to other neighbours, the drow take slaves from those too weak to resist and will engage in trade (especially the merchant houses) with those who are strong enough to make slave taking less profitable than trading. However, all of the drow neighbours know that the drow cannot be trusted and will deal with them only so long is it is more profitable to trade rather than exterminate and take.

The drow dislike the deep gnomes immensely, both because of differences in alignment and because the deep gnomes are so elusive that the drow cannot properly enslave them but they also refuse to trade with or recognize the sovereignty of the drow. This angers the drow immensely and has caused the drow to visit horrendous attacks on the deep gnomes when they have been able to catch them. This in turn, has caused the deep gnomes to hate the drow, and they now fight a constant guerilla war against the drow.

The drow are allied closely with the bugbears and the quaggoths, though they are regarded more as favoured slave races than actual allies. These two races do make up a large part of drow levies and grunt troops.

Section 2 - The Drow Empire

In present day Therra, the drow are now one of the mightiest of nations of the underworld. They have easily dominated the derro and other humanoids that dwelt near them and have prevailed against the mysterious and reclusive illithid enough to establish themselves and to drive the mind flayers back to their deeper realms.

The drow inhabit what is best termed the middle underworld. The upper underworld is inhabited by dwarves and orcs and goblins and gnomes and other tunnel/cave dwelling denizens. The middle underworld is inhabited by those creatures that rarely emerge to the surface world, but do on rare occasions. These include kuo-toa, drow, duergar, derro, deep dwarves, deep gnomes, etc. The lower underworld comprises the very border of the bottom of the world, where it begins to mesh with the elemental plane of earth. Here are creatures that have never seen the light of the sun, or have done so only rarely. Here are the illithid and, deeper still, deepest of all, the legendary aboleth.

The drow have probably the most numerous and well organized society of the middle underworld, and have made inroads into both the upper underworld and the lower underworld, though they by no means dominate either of those two realms. All told there are approximately 300,000 drow in Therra. Excepting a few very rare rogues who might have made it to the surface, and a few rogues who wander the underdark aimlessly, almost all of the drow are ensconced in the drow cities or in military or trading outposts attached to each city.

There are three drow cities. The first, Rabat-wruinu'ili is located beneath Blanthil and is the city founded by Matarathel. Since this is the city Lolth fled to after being driven out of Blanthil by Demogorgon, the entire city is now dominated by Lolth and her priesthood. The houses of the drow hold little power or sway here. Over 75,000 drow dwell in this city, a large proportion of them priests or temple guards. The city is also overrun with arachnids of all sorts, Lolth's favoured pets. The drow of Rabat-wruinu'ili are perhaps the most fanatic and evil of the drow.

The second city was founded by those drow who lost the succession battle after Matarathel died. They wandered underground south and west under the Grashtilim Mountains (also known as the Mountains of Ill Repute) and founded their city of Q'wilinthos-eresti to the south and east of the great abandoned dwarven capital within those mountains. Q'wilinthos-eresti is the largest and most powerful drow city, with a population of 100,000 drow, and the queen of the drow has her court here. In addition, all of the most powerful drow houses are headquartered here. These are the most conservative drow, tradition bound and insular, and they are also the most decadent.

The third city was founded last, by a group of houses from Q'wilinthos-eresti who had formed a powerful trading cartel but lacked the military power to protect their interests. When the more militaristic houses saw their growing power, they attacked and drove the trading houses out of the city. These trading houses fled further south and west and eventually founded the city of Yyered Nulthil under the West Mountains. Yyered Nulthil has a population of over 75,000 and is perhaps the wealthiest of the drow cities, as they have built upon their trading orientation. In addition, they are drow with the most contact with other races and with the surface world. Their traders have explored the underworld far and wide and have dug trade roads connecting many far-flung locations underground. In addition, they have also constructed many tunnels and routes to access the surface, for they have on occasion raided the surface world to take knowledge and slaves to their city.

Refer to the six Drow Empire maps labeled A-F. These should be configured as follows:

A 

B 

C 

D 

E 

F 

   
 
   

Each hex on the Empire maps represents 40 miles. In general, only Type A and Type B passageways are shown on these maps. The DM is to assume that literally thousands of Type C and possibly millions of Type D passages wind through the area covered by the maps. Party members wishing to wander down these side passages risk getting hopelessly lost. The DM can use the Small Passage Traversal Table to assist in adjudicating this.

The locations below are marked on the maps. The title of each location should provide a clue as to its size and function. The three drow cities have been described in summary elsewhere. The drow city of Rabat-wruinu'ili is detailed more closely later in this scenario. The Old Ironaxe Clan and the entrances to the Old Dwarf Road are detailed in the scenario entitled "There and Back Again". Drow fortresses can be extrapolated from the DROW OUTPOST in the Entrance to the Underdark section of this scenario, though these fortresses are probably twice as large and with twice the number of troops.

Duergar fortresses can be extrapolated from the DUERGAR OUTPOST presented in the Entrance to the Underdark section of this scenario, though these fortresses are probably somewhat larger and more populated. Duergar citadels are larger still.

DMs are encouraged to design these areas in as much detail as befits the actions and route of the party in making its way through the Underdark. Should the party take the DUERGAR EMPIRE through the Underdark, for example, then the DM should design the Duergar Empire and some of its key locations in greater detail.

A1 - Drow Fortress

A2 - Drow Trading Outpost

B1 - Drow City of Q'wilinthos-eresti

B2 - Drow City of Rabat-wruinu'ili

B3 - Drow Fortress

B4 - Hidden Sea

C1 - South Entrance to Old Dwarf Road

C2 - Old Ironaxe Clan (now drow outpost)

C3 - North Entrance to Old Dwarf Road

C4 - Drow City of Yyered Nulthil

C5 - Darksea

C6 - Drow Fortress

C7 - Drow Trading Outpost

D1 - Drow Fortress

D2 - Drow Fortress

D3 - Duergar Outpost

D4 - Duergar Outpost

D5 - Duergar Outpost

D6 - Duergar Outpost

D7 - Duergar Outpost

D8 - Duergar Fortress

D9 - Duergar Fortress

D10 - Duergar Fortress

D11 - Duergar Fortress

D12 - Duergar Fortress

D13 - Duergar Citadel

D14 - Duergar Citadel

D15 - Duergar Citadel

D16 - Duergar City of Nulin-Zir

D17 - Duergar City of Hammath-Nur

D18 - Duergar City of Forrum-Kel

D19 - Darksea

E2 - Entrance to the Underdark

E1 - Surface Entrance to the Underdark

E3 - Darksea

F1 - Darksea

F2 - Duergar Fortress

F3 - Duergar Citadel

F4 - Duergar City of Pinneth-Kul

F5 - Duergar City of Barrum-Kadz

F6 - Duergar Fortress

F7 - Duergar City of Duerol-Zum

F8 - Duergar Fortress

F9 - Duergar City of Garizim-Khuln

Small Passage Traversal Table:

It would be impossible to map out every single small passageway, cavern, sinkhole, chasm, or lava tube. As an example, the entire Entrance to the Underdark map section would fit inside a single hex on the Drow Empire map! Therefore, it is in the party's interest to generally stay on the main tunnels when travelling through the Empire. Should the party simply seek to go slightly off of the main passageways to camp or allow a strong enemy force to bypass them, then there is no need for the DM to consult this table.

In general, side passageways branch off of the main tunnels hundreds of times each hex on the Empire Map. On the average, therefore, every 1000' or so. If the need to determine how far a side passage is from the party's current location arises, simply roll D00 times 20 and that is how many feet away the nearest side passage is.

However, if the party heads deep into side passageways, whether in extremis or in order to try and travel by ways other than the main tunnels, then this table needs to be consulted.

The table basically illustrates the difficulty of trying to negotiate the myriad winding tunnels which can turn or twist in any direction.

To use the table, check once for every five days of travel through the side passages of a hex.

D00 

Result 

01-50 
Party remains in the hex (Note A) 

51-70 
Party leaves hex in a random direction (Note B) 

71-90 
Party reaches a main tunnel in the hex (Note C) 

91-00 
Party reaches its goal for that hex (Note D) 

Note A = the party has spent five days wandering this way and that, turning back at dead end passages, etc. and has not left the hex.

Note B = the party has managed to find a tunnel that enters another hex. Roll a D6 to determine which hex adjacent to the current hex the party enters. Once in the new hex, the party is subject to further table rolls in 5 more days.

Note C = the party has stumbled upon a main passage. If there is no main passage in the hex, treat as a 51-70 result. If there is more than one main passage in the hex, determine randomly which one is entered. The DM must also decide exactly where the main passage is struck.

Note D = the party reaches its goal. If the goal was to enter a specific adjacent hex, they do so. If the goal was to find a specific main passageway in that hex, they do so.

Modifiers:

Add to the D00 roll as follows (modifiers are cumulative):

Guided by someone with the Survival (Underground or Underdark) NWP = +15%, +25% if the NWP check is made.

Guided by someone with Direction Sense = +5%

Guided by someone with Depth Sense = +5%

Guided by someone of a race native to the Underdark = +10%

Guided by someone vaguely familiar with the area = +30%

Guided by someone intimately familiar with the area = +100%

Wandering Encounters:

The following table should be consulted when checking for wandering encounters. The table uses what is referred to as a D000. This means you roll 3D10 and count one as the hundreds digit, one as the tens digit, and one as the single digit. So a roll of 7-8-0 would be 780.

The table is divided into two columns, one for the main passageways and one covering the unmapped side passages.

Main 

Side 

Description 

001-005 

001-005 
Bainligor 

006-035 

006-035 
Bat, Common

036-045 

036-045 
Bat, Deep 

046-050 

046-055 
Beetle, Dragon 

051-070 

056-075 
Beetle, Giant 

071-072 

076-080 
Bi-Nou 

073-074 

081-082 
Blindheim 

075-076 

083-084 
Brain Mole 

077-111 

085-094 
Bugbear * 

102-116 

095-099 
Bulette, Gohlbrorn 

117-119 

100-101 
Carapace 

120-129 

102-111 
Carrion Crawler 

130-134 

112-116 
Cave Fisher 

135-159 

117-141 
Centipede 

160-161 

142-146 
Chitine 

162-166 

147-151 
Choker 

167-168 

152-153 
Cildabrin 

169 

154-156 
Cloaker 

170-189

157-159 
Deceiver Minions * 

190 

160-161 
Deep Glaurant 

191-200 

162-181 
Derro 

201-203 

182-186 
Dragon 

204-210 

187-189 
Dragon-kin, Albino Wyrm 

211-218 

190-204 
Drider * 

219-273

205-214 
Drow * 

274-327 

215-224
Duergar * 

328-333 

225-230 
Dwarf, Urdunnir 

334-335 

231-233 
Elf, Rockseer 

336-345 

234-248 
Fish, Subterranean 

346-347 

 249-250
Flareater 

348-382 

251-290 
Fungus 

383-390 

291-295 
Gambado 

391-400 

296-305 
Gargoyle 

401-402 

306-310 
Geonid 

403-417 

311-325 
Giant 

418-419 

326-329 
Gibbering Mouther 

420-422 

330-397 
Gnome, Svirfneblin 

423-457 

398-407 
Goblin * 

458-467 

408-422 
Gremlin 

468-472 

423-427 
Hook Horror 

473-492 

428-447 
Insect 

493-494 

448-450 
Intellect devourer 

495-500 

451-460 
Kalin 

501-505 

461-470 
Kobold 

506-515 

471-475 
Kuo-Toa 

516-535 

476-495 
Lizard, Giant 

536-540 

486-505 
Lurker 

541-546 

506-508 
Magebane 

547-556

509-518 
Meazel 

557-559 

519-521 
Meenlock 

560-566 

522-524 
Mimic 

567-571 

525-529 
Mist, Vampiric 

572-585 

530-550 
Mold 

586-588 

551-555 
Myconid 

589 

556-557 
Myrlochar 

590 

558-561 
Noran 

591-611 

562-566 
Ogre * 

612-621 

567-586 
Ooze 

622-631 

587 
Orc * 

632-641 

588-597 
Otyugh 

642 

598-599 
Pech 

643-652 

600-610 
Pedipalp 

653-665 

611-630 
Piercer 

666-669 

631-634 
Planar Being 

670-671 

635-640 
Plant, Dangerous 

672-673 

641-645
Plant, Intelligent 

674-685 

646-665 
Pudding, Subterranean 

686-720

666-670 
Quaggoth * 

721-745 

671-695
Rat 

746 

696-700 
Roper 

747-772 

701-769 
Rothe, Deep 

773-787 

770-779 
Rust Monster 

788-789 

780-781
Scamille 

790-809 

782-801 
Scorpion 

810-814 

802-806 
Shadow 

815-824 

807-816 
Slug, Giant 

825-826 

817-821 
Snake 

827-831 

822-829 
Solifugid 

832-862 

830-859 
Spider * 

863-864 

860-864 
Spider-kin 

865-872 

865-869 
Spitting Crawler 

873-882 

870-879 
Stirge 

883-885 

880 
Spyder-Fiend * 

886-887 

881-882 
Suwyze 

888-889 

883-884 
Tick, Heart 

890-892 

885-892 
Toad 

893-912 

893-912 
Troglodyte 

913-922 

913-919 
Troll 

923-927 

920-924 
Umber Hulk 

928-937 

925-929 
Undead 

938-947 

930-939 
Varkha 

948-957 

940-949 
Wall-Walker 

958-959 

950-952 
Web, Living 

960-969 

953-962 
Whipsting 

970-976 

963-969 
Worm 

977-979 

970-974 
Wraith-Spider 

980-984 

975-979 
Xorn 

985-994 

980-989 
Occurrence 

995-000 

990-000 
Special Encounter 

* These encounters may be modified depending upon the location of the encounter and distance to certain locations. Refer to the encounter description for details.

Wandering Encounters are checked for 4 times during each day of travel (once every 3 hours) and 2 times at night (once every 6 hours) assuming the party is stationary at night and somewhat out of sight. If the party travels through the night or is determined to camp out in plain view of a main tunnel, double the number of night checks.

Of course, there is no night and day in the Underdark, but what is meant by "night" in this context is simply that half of the day where the party sups and sleeps.

Allow a 15% chance of an encounter during any check. On the main tunnels and 5% during any check on the side passages. If an encounter is indicated, allow another roll to determine if there are two encounters during the check period, and keep rolling until the check percentage is not made. Multiple encounters can be treated as occurring together, consecutively, or at any time during the check period.

Encounter Descriptions:

Bainligor (4-40) - These nomadic denizens of the underdark never lair in any location, instead wandering at large, raiding those weaker than they upon whom they come, and avoiding those stronger than they. They will certainly seek to attack any party they outnumber, at least initially, though they are easily cowed. Due to their wandering, they know many of the locations of the underdark, but are not easily convinced to give up their information, as they do not value treasure much.

Most bainligor are adults. For every 10 encountered there will be 1 elderly, 4 middle aged and 5 young. For every 20 encountered there will be 1 revered. Each revered has a 10% chance of being a spellcaster (usually a priest of some Maug, often Yeenoghu, of level 2-12).

Young Bainligor (AC 7, MV 6 jp9, HD 2+1, hp 13 ea, THAC0 19, #ATT 2, D 1-4/1-4, SA echolocation (unaffected by darkness, invisibility, blindness or visual illusions), chirp (1/hour against a creature in melee, causes 2D6 damage and victim must save vs paralyzation or be stunned and unable to do anything but defend at -2 to AC and no DEX bonus for 1-4 rounds, failing the save by 8+ results in permanent deafness), dodge missiles (AC 1 vs missiles if in melee, if not in melee and evading, they are only hit on a natural 20), AL NE, XP 270 ea, Source: Monstrous Compendium 4)

Adult Bainligor (AC 7, MV 6 jp9, HD 4+3, hp 28 ea, THAC0 15, #ATT 2, D 1-6/1-6, SA echolocation (unaffected by darkness, invisibility, blindness or visual illusions), chirp (1/hour against a creature in melee, causes 4D6 damage and victim must save vs paralyzation or be stunned and unable to do anything but defend at -2 to AC and no DEX bonus for 1-4 rounds, failing the save by 8+ results in permanent deafness), dodge missiles (AC 1 vs missiles if in melee, if not in melee and evading, they are only hit on a natural 20), AL NE, XP 650 ea, Source: Monstrous Compendium 4)

Middle-Aged Bainligor (AC 7, MV 6 jp9, HD 6+5, hp 36 ea, THAC0 13, #ATT 2, D 2-7/2-7, SA echolocation (unaffected by darkness, invisibility, blindness or visual illusions), chirp (1/hour against a creature in melee, causes 6D6 damage and victim must save vs paralyzation or be stunned and unable to do anything but defend at -2 to AC and no DEX bonus for 1-4 rounds, failing the save by 8+ results in permanent deafness), dodge missiles (AC 1 vs missiles if in melee, if not in melee and evading, they are only hit on a natural 20), AL NE, XP 975 ea, Source: Monstrous Compendium 4)

Elderly Bainligor (AC 7, MV 6 jp9, HD 8+7, hp 62 ea, THAC0 11, #ATT 2, D 1-10/1-10, SA echolocation (unaffected by darkness, invisibility, blindness or visual illusions), chirp (1/hour against a creature in melee, causes 8D6 damage and victim must save vs paralyzation or be stunned and unable to do anything but defend at -2 to AC and no DEX bonus for 1-4 rounds, failing the save by 8+ results in permanent deafness), dodge missiles (AC 1 vs missiles if in melee, if not in melee and evading, they are only hit on a natural 20), AL NE, XP 2000 ea, Source: Monstrous Compendium 4)

Revered Bainligor (AC 7, MV 6 jp9, HD 10+9, hp 70 ea, THAC0 9, #ATT 2, D 1-12/1-12, SA echolocation (unaffected by darkness, invisibility, blindness or visual illusions), chirp (1/hour against a creature in melee, causes 10D6 damage and victim must save vs paralyzation or be stunned and unable to do anything but defend at -2 to AC and no DEX bonus for 1-4 rounds, failing the save by 8+ results in permanent deafness), dodge missiles (AC 1 vs missiles if in melee, if not in melee and evading, they are only hit on a natural 20), undead immunities, AL NE, XP 5000 ea, Source: Monstrous Compendium 4)

Spellcasters have major access to the following spheres:

All (Major), Elemental Earth (Minor), Healing (Minor), Necromantic (Major), Charm (Minor), Protection (Minor)

Bat, Common (1-100) - These rodents will generally be roused by light, including even torchlight, and will likely swarm. Such a swarm puts out torches 1% per bat per round and inhibits weapon wielding (-2 to hit) and confusing spell casting (WIS roll required to cast). This is likely not dangerous unless the rout occurs coincidentally with another encounter. Otherwise, the bats will simply perch on the ceiling and the party will have to trudge through the guano on the floor.

Common Bat (AC 8 [AC 4 under ideal flying conditions], MV 1 fl24[B], HD 1/4, hp 2 ea, THAC0 20, #ATT 1, D 1, SA swarm (see above), AL N, XP 15 ea, Source: Monstrous Manual)

Bat, Deep (varies) - Encounter occurs either with large bats (01-75) or huge bats (76-00):

Bat, Large (3-18) - These large creatures are genuinely dangerous, though they will tend to go after mules and beasts of burden over humanoids. Nevertheless, a lone humanoid in distress or heavily outnumbered might be in big trouble from these beasts.

Large Bat (AC 8, MV 3 fl18[C], HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-4, SA rabies (1% chance of contraction per point of damage done), SD AC bonus of 3 when an opponent of DEX 13 or less fires a missile weapon at it, AL N, XP 35 ea, Source: Monstrous Manual)

Rabies: 1% chance of contracting the disease per point of damage done by the large bat. The disease incubates for D4+6 days. 10 days after incubation, the victim dies. During the 10 days, the victim may not eat or drink and is very irritable. If the victim is irritated (i.e. a loud noise at night) he must save vs WIS or attack those around him until killed or knocked unconscious.

Bat, Huge (1-8) - These evil mammals are certainly dangerous and will delight in attacking the party, though they can be driven off with determined resistance.

Huge Bat (AC 7, MV 3 fl15[C], HD 5, hp 24 ea, THAC0 15, #ATT 1, D 2-8, SA surprise (-3 to opponent surprise rolls), screech in 20' radius (causes pain which forces a save vs paralyzation or victim must cover his ears rather than fight), SD AC of 2 when in ideal flying conditions, AC 7 in crowded flying conditions, and AC 10 when not flying, AL NE, XP 650 ea, Source: Monstrous Manual)

Beetle, Dragon (2-16) - These creatures are very territorial and will hiss at intruders and attack anyone coming within 10' of them. If less than 7 are encountered, they are a group wandering, scavenging for food. If more than 6 are encountered, the party has stumbled across a nest of the beetles, and they will swarm to attack. Such a nest will always have an extra beetle of larger size. A nest will also have a corpse of some sort into which from 0-11 eggs have been laid.

Dragon Beetle (AC 7, MV 15, HD 1, hp 6 ea, THAC0 20, #ATT 1, D 1-4, SA poison sting (affects dragon and dragon-kin only for 2-20 [save for half damage]), AL N, XP 65 ea, Source: Monstrous Compendium 2)

Nest Leader (AC 5, MV 15, HD 3, hp 24, THAC0 17, #ATT 1, D 1-6, SA poison sting (affects dragon and dragon-kin only for 2-24 [save for half damage]), AL N, XP 120, Source: Monstrous Compendium 2)

Each beetle can produce 1-4 doses of dragon-affecting venom if milked or extracted.

Beetle, Giant (varies) - Includes encounters with giant fire beetles (01-85) or giant boring beetles (86-00):

Beetle, Giant, Boring (3-18) - These rapacious hunters tend to congregate in areas that support fungus and other organic growths, where there is plenty of rotting organic matter to chew on. They are likely to have a nest dug into the ground near these fungus patches, often the entrance to which is the hollowed out stalk of a giant mushroom. Such nests have slimes and molds and shriekers raised both as food sources and as guardians.

Boring beetles encountered in main passageways are simply traveling from one feeding ground to another.

Boring Beetle (AC 3, MV 6, HD 5, hp 26 ea, THAC0 15, #ATT 1, D 5-20, AL N, XP 175 ea, Source: Monstrous Manual)

Beetle, Giant, Fire (3-12) - These ubiquitous scavengers roam the walls, floors, and ceilings of passageways and caves and can often be mistaken for glowing eyes or other dangerous manifestations. These creatures are both predator and prey and form a vital part of the underdark ecosystem.

Fire Beetle (AC 4, MV 12, HD 1+2, hp 7 ea, THAC0 19, #ATT 1, D 2-8, AL N, XP 35 ea, Source: Monstrous Manual)

Bi-Nou (1 or 2-8 or 1-2) - Encounters with bi-nou in the passageways will be with lone wandering ones who are searching for a cave to make as their lair or to hunt (01-50) or with a small family group (51-00) in some cave or cavelet. These will often attack wanderers, even if outnumbered. Allow a 50% chance of encountering bi-nou proper (01-50) and 50% of encountering 1-2 rockworms instead (51-00). Either will attack the party whatever the odds or situation.

Note the camouflage ability of the bi-nou.

Bi-nou (AC 1, MV 6, HD 5+5, hp 30 ea, THAC0 15, #ATT 2, D 1-8/1-8, SA squeeze (if both claws hit the bi-nou squeezes for 1-8 per round until the victim frees itself with a bend bars roll), camouflage (70% unnoticed underground), powers, SD powers, immune to blinding effects, immune to mind-affecting and psionic attacks, Passwall stuns them for D4 rounds, Rock to Mud kills instantly, Stone Shape casts as a Heal spell, MR 20%, AL CE, XP 957 ea, Source: Monstrous Compendium 2)

Bi-nou Powers (at 10th level, each usable 1/day): Slow, Dig, Stone Shape, Wall of Stone

Rockworm (AC -2, MV 9, HD 7, hp 41 ea, THAC0 13, #ATT 2, D 1-12/1-12, MR 20%, AL CE, XP 2000 ea, Source: Monstrous Compendium 2)

Blindheim (1-4) - As random encounters, the blindheim encountered will always be of the animal intelligence variety, and they will have the standard eye powers. These creatures are not above attacking larger parties, being used to their eyes blinding the group so that they can quickly attack an individual and kill him and tear away chunks to eat before the rest of the group recovers its sight.

Blindheim (AC 3, MV 9, HD 4+2, hp 29 ea, THAC0 17, #ATT 1, D 1-8, SA swallow (size T creatures on a roll 4 greater than needed to hit, such beings take 2-8 damage per round from digestive juices), stare (anyone within 30' of the searchlight eyes must save vs wand or be blinded for D10+10 rounds, infravisual creatures save at -3, those who save cannot look at the blindheim and attack at -2), SD immune to bright lights, AL CE, XP 270 ea, Source: Monstrous Compendium 4)

Brain Mole (1-3) - Inhabiting these tunnels since ancient times when the mind flayers dwelt here, the brain moles have since moved into deeper climes or emigrated altogether. However, a few remain or resurface into these tunnels. In addition, as the duergar sometimes show a proclivity to psionics, some brain mole colonies have grown up near durergar cities.

Brain Mole (AC 9, MV 1 br3, HD 1/8, hp 1 ea, THAC0 nil, #ATT nil, D nil, SA pisonics, SD psionics, AL N, XP 35 ea, Source: Monstrous Manual)

Psionics:

Level = 6
Dis/Sci/Dev = 2/1/4
Attack/Defense = MT/M-
Score = 12
PSP = 100

Telepathy - Sciences: mindlink, mindwipe; Devotions: contact, mind thrust
Metapsionics - Devotions: psychic drain (no cost), psionic sense (innate at no cost to 200 yards)

May only feed on psionic energy against a psionic being at 30 yards using psychic drain or a wild talent at 30' using mindwipe. May only attempt psychic drain after establishing contact first.

Bugbear (2-8 or 4-16) - If in the bounds of the DROW EMPIRE, the encounter will be with 2-8 bugbears. These will be drow slaves (01-50) on some mission or errand for the drow, or an independent tribe (51-00) usually still loyal to or in awe of the drow.

If in the bounds of the DUERGAR EMPIRE, the encounter will be with a war party of 4-16 bugbears (01-25), 2-8 members of an independent tribe lairing in the area (26-50), or with Duergar (51-00) as per the entry for Duergar (below).

Bugbear (AC 5, MV 9, HD 3+1, hp 17 ea, THAC0 17, #ATT 1, D 2-8 or by weapons (+2 damage due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 to hit vs mail armour or any kind), spear [1H] (Av 1/r 2/4/6 1D6/1D8 kdD6 double damage when set vs charge), SA surprise (-3 on opponent surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)

Treasure:

D20cp, D10sp, D6gp

A war party will be lead by a war leader bugbear.

Warleader (AC 4, MV 9, HD 4, hp 25 ea, THAC0 17, #ATT 1 or 2, D by weapon (+2 due to STR), Weapon footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), composite longbow w/sheaf arrows (Av 2/r 8/16/34 1D8/1D8 kdD6), Armour furs and leather hides studded with metal and wooden shield, SA surprise (-3 to opponent surprise rolls), AL CE, XP 175 ea, Source: Monstrous Manual)

Treasure:

2D20cp, 2D10sp, 2D6 gp

Bulette, Gohlbrorn (3-6) - These cunning hunters will almost certainly test the party's mettle to see if they can grab some tasty morsels (i.e. the party members). Their usual method is to use their camouflage to hide in a passageway waiting for passersby. They will let the passersby pass, silently observing their numbers and potential strength. If the party seems assailable, the beasts will then tunnel ahead of the party and dig their tunnels near to the surface of the passageway, preparing an ambush.

The bulettes will attack intelligently, converging from all directions and concentrating on spellcasters if possible. They can recognize that figures in no armour and perhaps wearing robes and carrying staves are likely spellcasters. They will try to spring from their tunnels to be directly at melee. If a spellcaster extricates himself from the melee, the bulettes will spit stones at them.

If an attack goes badly, these creatures are not finished yet. They will turn and burrow into the solid earth. They burrow so fast that they will likely lose their pursuers. Should someone follow, the bulettes are not above circling around and coming at their erstwhile pursuers from the rear or even from above or below! Smart persons stay out of bulette tunnels.

Gohlbrorn Bulette (AC 3, MV 9, HD 5, hp 30 ea, THAC0 15, #ATT 2 + special, D 2-12/3-18 + special, SA surprise (opponents suffer a -3 to surprise rolls if the bulettes spring from tunnels), spew rocks (60' range doing D8+1 damage, stores 2-8 missiles in its gullet), SD camouflage (45% undetectable amongst stones), AL LE, XP 975 ea, Source: Monstrous Compendium 4)

Carapace (1) - This creature might be a curse or a boon for the party, or perhaps both. These symbiotic creatures will hang on ceilings or wrapped around stalactites and will extend a tendril to attack a potential host. Usually, the PCs will consider the carapace one of a bewildering variety of molds or fungi or oozes in the underdark, but if they have observed perhaps another creature benefiting from the effects, or should they consult fungus lore or perhaps the alhoon's Brainmate (from the MYCONID GROTTO area of the Entrance to the Underdark section of this scenario) they may be able to determine the carapace's good aspects and might even decide to voluntarily join with it.

Carapace (AC 10, MV 1, HD 2+2, hp 15 ea, THAC0 19, #ATT 1, D 1-2, SA transform (see below), SD transform (see below), AL N, XP 175 ea, Source: Monstrous Compendium 4)

Transformation: When the fungus contacts flesh (or vice versa) it creates a gluey bond between the two. Unless the fungus is dispatched in the next round it begins to spread over the host's skin and attacks that damage the fungus damage the host equally. At this time a Cure Disease will kill it.

After a certain amount of time, the carapace finishes covering the victim and hardens (1 day for size T, 2 days for S, 4 days for M, 9 days for L, 2 weeks for H, and a month for G) giving the host an AC improvement of 2 at the cost of 1 CON. At this point Cure Disease is ineffective. The host can regenerate at 1 hit point per round for up to a day at the cost of 1 CON. The carapace will always activate this to keep its host at half original hit points. If the total points regenerated in a day is less than or equal to the host's CON, no CON is lost if the number of regenerate hit points or less is rolled on 3D6).

The carapace absorbs poisons and mental attacks, making the host immune to poisons, mind-affecting spells, and psionics. If the host is psionic, the carapace absorbs its PSPs as well. The carapace is also immune to fire, protecting the host as well.

Carrion Crawler (1-6) - These ceatures are scavengers that are not above taking fresh meat now and again. They travel the walls and even ceilings of passageways and are fairly adept at ambush.

Carrion Crawler (AC 3/7, MV 12, HD 3+1, hp 17 ea, THAC0 17, #ATT 1 or 8, D 1-2 or special, SA paralysis (save or be paralyzed for 2-12 turns), AL N, XP 420 ea, Source: Monstrous Manual)

Cave Fisher (1-4) - These insectoid creatures lair in small crevices and cavelets that pockmark the walls of the passageways. The fishers will not usually attack a large well-armed party, but they are certainly apt to take turns at stragglers. They will approach from the walls and shoot their filaments down at their victim, seeking to pull him up into their lair to feed themselves and their young.

Cave Fisher (AC 4, MV 1, HD 3, hp 17 ea, #ATT 2, D 2-8/2-8, SA adhesive trapline (shoot up to 60', 20% chance of noticing the strand at 10' or less, no chance at greater distances, may only be cut by +1 or better edged weapons, strikes as 6HD monster and draws up to 400 pounds 15' per round with a STR of 18/00), AL N, XP 175 ea, Source: Monstrous Manual)

Centipede (varies) - Encounters will be as follows:

01-60 = Giant Centipede
61-85 = Huge Centipede
86-95 = Megalo-Centipede
96-00 = Tunnel Worm

Giant Centipede (2-24) - These scavengers feed on the corpses of anything they find lying around as well as on small creatures, even ganging up to bring down small sized prey larger than themselves. They, in turn, form an important source of food for larger predators.

Giant Centipede (AC 9, MV 15, HD 1/4, hp 2 ea, THAC0 20, #ATT 1, D nil, SA poison (save at +4 or be paralyzed for 2D6 hours), SD -1 penalty to saves due to small size, AL N, XP 35 ea, Source: Monstrous Manual)

Huge Centipede (5-30) - These scavengers are at the bottom of the food chain, preying on carcasses and wounded smaller creatures like giant rats and insects.

Huge Centipede (AC 9, MV 21, HD 1/8, hp 1 ea, THAC0 20, #ATT 1, D nil, SA poison (save at +4 or be paralyzed for 1D6 hours, SD -2 penalty to saves due to small size, AL N, XP 35 ea, Source: Monstrous Manual)

Megalo-Centipede (1-4) - These larger creatures pose a sincere threat to most travelers of the passages and they often prowl the floors, walls, and ceilings looking for prey to kill. They will attack man sized creatures.

Megalo-Centipede (AC 5, MV 18, HD 3, hp 16 ea, THAC0 17, #ATT 1, D 1-3, SA poison (save or die, successful save results in 2-4 acid damage), AL N, XP 175 ea, Source: Monstrous Manual)

Tunnel Worm (1-6) - These dangerous creatures are always found in their lair, which is a den burrowed into the walls of the passageway by the digestive juices and mandibles of the tunnel worm. Each member of a swarm of tunnel worms has its own burrow, but they are usually spaced close to each other (within 30 yards of each other).

Each lair consists of a rounded den about 20' in diameter which is connected to the passageway by a tube approximately 2'-3' in diameter. This is narrow enough that the worm cannot turn while in the tube. The tube is usually about 30' long (just longer than the length of the worm) and is set at or near ground level.

The entrance to this tunnel is hidden by a mixture of coagulated saliva and bits of rocks and detritus the worm gathers from near its lair. These form a weak covering for the tube, enough to count as a concealed door for purposes of searching.

The tunnel worm usually attacks when a person comes within range of the opening. These creatures can sense vibrations from fairly far away, and are not fooled by invisibility. The worm will attack and attempt to drag the victim into its lair if such is possible (due to size constraints).

If the worm takes more than 15 points of fire damage of loses 60% of its original hit points, it will drop any victims and retreat to its lair, where it will fight to the death.

Note that these creatures will leave their lair to attack nearby foes.

Tunnel Worm (AC 4, MV 6, HD 9+3, hp 59 ea, THAC0 11, #ATT 1, D 2-8, SA lunging (gains a +2 to hit), chewing (no damage inflicted by the bite until the worm chews through armour, leather takes 1 round, chain takes 2, and better than chain takes 3 rounds, after armour is pierced and destroyed, victim takes chewing damage every round), grab (creature may pull a victim into its lair if it takes a WITHDRAW or other retreat option and makes an opposed STR roll (assume its STR is 20), AL N, XP 1400 ea, Source: Monstrous Manual)

Lairs can have treasure. Each lair will have, amidst bones and scraps of chewed through armour and the like (weapons will have been dropped in the passageway and are long gone), D8gp, D6ep, D6pp, and D4 gems of D100gp value.

Chitine (1D6x10) - These cast offs of the drow hate their former masters, though they revere their queen Lolth. The drow often hunt these beings for sport, and as such they are of necessity wary and their lairs well hidden and well guarded by traps made of webbing. Although in some areas of the Drow Empire chitine have been domesticated and used as slaves and guards, this has not occurred on the frontier. The duergar similarly despise the chitine, but there are more than a few that dwell within the confines of the Duergar Empire seeking refuge from the depredations of the drow.

If 20 or fewer are encountered, then it will be a hunting party which will likely have prey held in nets and bags of webbing. If more than 20 are encountered, it will be a small village in an out of the way cave, usually guarded by webs and traps. The party may in this case simply stumble upon one of the traps or the outer guards of the village.

The chitines hate the drow but will also not aid the party, even should the party express a similar hatred for the drow. To the chitines, their conflict with the drow is a test designed by Lolth to see which race is most worthy to survive and ascend.

Chitine (AC 6, MV 12 wb9, HD 2, hp 10 ea, THAC0 19, #ATT 3, D 1-6 (x3), SA webs and web traps, SD climb textured surfaces with no loss of speed, AL LE, XP 120 ea, Source: Monstrous Compendium 1)

Choker (1-6) - These beings ply the tunnels hunting their favourite food, goblin slaves. The goblins hate chokers because they attack them so vicously and often to the exclusion of other prey, and the drow dislike them because they hunt semi-valuable slaves. As such, the chokers are very cautious and often look for unescorted goblin bands. However, they are not too bright and often a seemingly unescorted goblin band is actually being used as bait for the chokers by nearby drow.

Choker (AC 4, MV 9 br3, HD 3, hp 16 ea, THAC0 17, #ATT 1, D 1-4, SA strangulation (once a hit is achieved the choker does 1-8 damage until it or its victim dies), AL CE, XP 120 ea, Source: Mystara Monstrous Compendium)

Cildabrin (1-2) - If 2 cildabrin are encountered, there will be a nest nearby. These creatures seek to capture and consume those they can catch, and use their webs and silence to isolate individuals from their fellows and to neutralize spellcasters.

If a nest is nearby, it will contain 10-40 purplish eggs and will be well concealed, usually high up near a ceiling.

At any place where a cildabrin is encountered, it will likely leave a lure to force the party to stop and investigate. This will often be a corpse, often a bugbear, drow, duergar, orc or troglodyte (whatever seems appropriate for the area). The cildabrin will often sprinkle a few coins around the corpse to further entice. While the party investigates, the creature will use web and silence to attack the rear of the party.

Cildabrin (AC 5, MV 15 wb12, HD 11, hp 59, 57, THAC0 9, #ATT 3, D 1-12/1-12/1-6, SA crush (if a pincer hits the victim must make a bend bars to escape [monsters without STR may save vs paralysis with a -2 if man-sized or smaller] or take 7-12 crushing damage each round thereafter, bend bars may be made each round), poison (stinger injects type O poison - save or suffer paralysis after an onset time of 2-12 rounds for a duration of 2-12 hours), Silence 15' r 3/day, Web 3/day, Darkness 15' r 3/day, SD Spider Climb at will, immune to webs, MR 20%, AL NE, XP 7000 ea, Source: Monstrous Compendium 3)

Cloaker (1-4) - These nasty beasts live on the outskirts of the great Drow and Duergar Empires picking up prey, as they may find it. They will usually appear as black cloaks on corpses or bodies, usually situated in the center of a passageway or cave so that their moaning will have full effect. Lacking corpses, they might also simply hang on a ceiling and manipulate shadows nearby to lure some of the party underneath them.

If more than 1 cloaker is encountered, at least one will hang back and use its shadow powers as a Mirror Image spell and will then use its moaning powers while the rest attack the party in melee.

Cloaker (AC 3 (1 in shadows), MV 1 fl15[D], HD 6, hp 33 ea, THAC0 15, #ATT 2 + special, D 1-6/1-6/+ special, SA appears as cloak, engulf (initial attack hitting allows bites automatically for 1-4 + AC [ignoring shields], tails attack those approaching not engulfed (AC 1 and 16hp each), moans (see below), SD shadow powers (see below), AL CN, XP 1400 ea, Source: Monstrous Manual)

Moans:

Moan 1 = numbs the minds of all within 80' (no save). All take a -2 to hit and damage and anyone hearing this moan for 6 consecutive rounds falls into a trance unable to attack or defend as long as the moaning continues.

Moan 2 = Fear spell within 30' of the cloaker. Save vs spell or flee for 2 rounds.

Moan 3 = Nausea and weakness in a cone 30' long and 20' wide at its far end. Save vs poison or be overcome for 2-5 rounds, unable to take any action but retching.

Moan 4 = Hold Person on one person at a time with a 30' range. The Hold lasts 5 rounds.

Each moan may be defeated by a Neutralize Poison on the victim.

Shadow Powers:

Obscure opponent vision giving the cloaker an AC of 1.

Produce precise images from the shadows to deceive victims.

Create duplicates as Mirror Image (1D4+2 images).

A light spell cast directly at a given cloaker blinds it and prevents it from using its shadow powers should it fail its save vs the light spell.

Deceiver Minions (varies) - These will only be encountered in the DROW EMPIRE, and are most common in the area of the city of Yyered Nulthil. If the encounter takes place in the DUERGAR EMPIRE, treat it as a duergar encounter (see below).

If the encounter takes place within the DROW EMPIRE but more than 15 hexes from Yyered Nulthil, then assume the encounter will be with drow (01-75) or Deceiver minions (76-00).

Otherwise, for encounters in the DROW EMPIRE within 15 hexes of Yyered Nulthil, this encounter will always occur.

The minions of the Deceiver are not specifically detailed here, for they are too varied. Such minions could be simply a group of orcish or hobgoblin soldiery, or it could involve a powerful emissary, such as an arcanaloth or ultraloth.

It is recommended that the DM use the following chart for a basic idea of the type of encounter:

01-05 = Powerful emissary (yugoloth, high level human, lich, tanar'ri, baatezu) with escort of hobgoblins

06-40 = Troop of hobgoblins

41-80 = Troop of orcs

81-90 = Group of powerful elite troops of the Deceiver (e.g. hill giants, fire giants, frost giants)

91-95 = Priests of one of the Maugs, often escorted by troops or extra-planar creatures

96-00 = Special (DM's choice)

The Deceiver's minions are in league with the drow, but no love is lost between the two factions, especially amongst those minions who directly serve other Maug aside from Lolth.

Deep Glaurant (1-2) - These strange creatures are not very common in these parts, but some have wandered intot he area from the east. Their darkness powers are not as useful to them underground as they would be on the surface, but still like the drow they use this power to good effect. They are ravenous hunters and will likely try to stalk any prey that does not seem too strong for them.

Deep Glaurant (AC 4, MV 9 sw12 glide 12[E], HD 7, hp 40 ea, THAC0 13, #ATT 3, D 2-8/2-8/1-4, SA rake (if hits with both claws and bite, then may attack with two rear claws), SD darkness (Darkness as the spell at 7th level every 3rd round from a gland in their brain, this is not a spell or magical effect per se and cannot be dispelled or subject to Anti-Magic Shell), AL CN, XP 2000 ea, Source: Mystara Monstrous Compendium)

Derro (3-30) - These malicious and strange beings are vicious and always on the lookout for slaves and for magic items to bring to their svanat masters.

50% of derro encountered will be crossbowmen. 25% will be Polemen. 15% will be aklysmen. 10% will be heavy footmen.

For every 3 encountered there will be a 4HD derro. For every 6 encountered there will be a 5 HD derro. If 10 or more are encountered there will be a 6HD lieutenant and a 7HD leader. If 20 or more are encountered there will be, in addition, a savant and 2 students.

Derro Crossbowmen (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Polemen (AC 6, MV 10, HD 3, hp 19 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 16 DEX, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Aklysmen (AC 0, MV 11, HD 3, hp 20 ea, THAC0 17, #ATT 2, D by weapon, Weapons aklys (Fa 1/r 2/4/6 1D6/1D6 kdD8 1 in 8 chance of pulling foe off balance and retrievable by a leather thong), spiked buckler (Fa 1D4/1D4 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour chainmail, 18 DEX, buckler, SA +2 to hit with missiles due to DEX 18, ambidextrous (no penalty for off handed attack), proficient in shield and weapon style (may use buckler AC and attack with buckler), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Heavy Footmen (AC 1 (2 with spear), MV 11, HD 3, hp 22 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons spear 2H (Av 1/r 2/4/6 1D6+1/2D6 kdD8), footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), SA +2 to hit with missiles due to DEX 17, Armour chainmail, 17 DEX, buckler, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

4HD Derro (AC 4, MV 10, HD 4, hp 27 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 16 DEX, buckler +1, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 1400 ea, Source: Monstrous Manual)

5HD Derro (AC 3, MV 11, HD 5, hp 32 ea, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 17 DEX, buckler, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 2000 ea, Source: Monstrous Manual)

Derro Lieutenant (AC 2, MV 11, HD 6, hp 36, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 17 DEX, buckler +1, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 3000, Source: Monstrous Manual)

NWP: Ambush

Magic Items:

Buckler +1

Footman's Pick +1

Secari +1

Potion of Extra Healing

Miscellaneous Potion (determine randomly)

Derro Leader (AC -1, MV 11, HD 7, hp 50, THAC0 13, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather +1, 18 DEX, buckler +2, SA +2 to hit with missiles due to DEX 18, MR 30%, AL CE, XP 4000, Source: Monstrous Manual)

NWP: Ambush

Magic Items:

Studded Leather +1

Buckler +2

Footman's Pick +2

Secari +2

Potion of Extra Healing

Miscellaneous Potion (determine randomly)

Savants and students have spells they may cast 1/day from the following list (determined randomly):

1. Affect Normal Fires
2. Anti-Magic Shell
3. Blink
4. Cloudkill
5. ESP
6. Hypnotic Pattern
7. Ice Storm
8. Invisibility
9. Levitate
10. Light
11. Lightning Bolt
12. Minor Creation
13. Paralyzation
14. Repulsion
15. Shadow Magic
16. Spider Climb
17. Ventriloquism
18. Wall of Fog
19. Wall of Force
20. Any other random wizard spell

Derro Savant (AC 6, MV 11, HD 7, hp 48, THAC0 13, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour 18 DEX, SA +2 to hit with missiles due to DEX 18, spells, SD Comprehend Languages, Read Magic, MR 30%, AL CE, XP 5000, Source: Monstrous Manual)

Spells (1/day at 7th level or minimum to cast):

1D4+5 random spells

Magic Items:

Potion of Extra Healing

Miscellaneous Potion (determine randomly)

Random Wand

Random Ring

Treasure:

Derro Student (AC 6, MV 11, HD 6, hp 37, THAC0 15, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour 18 DEX, SA +2 to hit with missiles due to DEX 18, spells, SD Comprehend Languages, Read Magic, MR 30%, AL CE, XP 4000, Source: Monstrous Manual)

Spells (1/day at 6th level or minimum to cast):

1-3 random spells

Magic Items:

Potion of Healing

Miscellaneous Potion (determine randomly)

Derro Student (AC 6, MV 11, HD 5, hp 34, THAC0 15, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour 18 DEX, ring of protection, SA +2 to hit with missiles due to DEX 18, spells, SD Comprehend Languages, Read Magic, MR 30%, AL CE, XP 3000, Source: Monstrous Manual)

Spells (1/day at 5th level or minimum to cast):

1-3 random spells

Magic Items:

Potion of Healing

Miscellaneous Potion (determine randomly)

Dragon (varies) - Not too many dragons lair so deeply underground. In fact, the deep dragon is the most common to do so.

However, some types of dragons, especially red dragons and shadow dragons, are known to lair deep underground at times.

Roll on the following chart to determine the type of dragon encountered:

01-80 = Deep Dragon
81-87 = Red Dragon
88-95 = Shadow Dragon
96-00 = Other Dragon (usually an evil chromatic type but possibly a neutral dragon)

Next, to determine the age of the dragon, roll 3D12 and take the middle result.

Finally, take the age of the dragon and refer to the chart below to determine the numbers encountered:

1 = 1-4 will be encountered, and allow a 75% chance that D2 adults are present (roll D3+5 to determine the age of each)

2 = 1-3 will be encountered, and allow a 65% chance that D2 adults are present (roll D3+5 to determine the age of each)

3 = 1-2 will be encountered, and allow a 50% chance that and adult is present (roll D3+5 to determine the age of the adult)

4-5 = 1 encountered

6-8 = Allow a 5% chance that a mated pair will be encountered (same age category)

9-12 = 1 encountered

Dragons from category 1-3 will likely be near their lair if adults are present. Otherwise, they might be orphans or simply lost or overly curious.

Mated pairs of adult dragons, if encountered together, will also likely be near their lair.

Otherwise, the DM can decide whether a dragon encountered is near its lair. Obviously, it is unlikely the party will have actually walked into its lair unless traversing a side passage lost. Of course, small side passages also make it difficult for larger dragons to navigate unless they can polymorph.

Dragon, Albino Wyrm (1-4) - These creatures are intelligent but also congenitally insane and they are likely to attack on sight under most situations, looking for a good meal. They are nomadic and therefore do not tend to have treasure.

The DM should roll 3D12 and take the middle result to determine the age of the first dragon. The remaining dragons should take the lowest of 3D12 rolls.

Albino Wyrm (AC see below, MV 15 br3, HD see below, hp 6 per HD, THAC0 see below, #ATT 3, D 1-4/1-4/6-36 + see below, SA breath weapon (chilling breath as a white dragon breath but items must save vs cold or become brittle and shattering when used - see below), swallow whole (a bite of 4+ over needed to hit or a natural 20 swallows prey of lesser size, which cannot use size L or type B weapons and attack at -4 to hit and fall unconscious from lack of air in 5-20 rounds, does bite damage every round), constrict (with tail, picking up a smaller creature and crushing it for 1-8 damage and forcing armour to save vs normal blow each round), SD immune to cold, MR see below, AL NE, XP see below, Source: Monstrous Compendium 4)

Age 

AC 

HD 

THAC0 

Dmg

Breath 

MR 

XP 

1 

4 

1 

19 

1 

1D8+2 

Nil 

1400 

2 

2 

3 

17 

2 

2D8+3 

Nil 

3000 

3 

0 

5 

15 

3 

3D8+4

Nil 

6000 

4 

-1 

7 

13 

4 

4D8+5 

Nil 

8000 

5 

-2 

8 

13 

5 

5D8+6 

Nil 

11000 

6 

-3 

9 

11 

6 

6D8+7 

10% 

13000 

7 

-4

10 

11 

7 

7D8+8 

15% 
15000 

8 

-5 

11 

9 

8 

8D8+10 

20% 

16000 

9 

-6 

12 

9 

9 

10D8+12 

25% 

18000 

10 

-8 

13 

7 

10 

12D8+14 

35% 

19000 

11 
 -10

14 

7 

11 

14D8+16 

45%

20000 

12 

-13 

15 

5 

12 

18D8+20 

60% 

22000 

Drider (1 or 1-4) - If this encounter occurs in the DUERGAR EMPIRE, then it should be treated as an encounter with duergar (see below).

These horrid creatures are generally rejected by drow except during times of war or muster. Until then, they are usually exiled into wretched existences far from drow cities. However, a few, yearning to be close to the lives they have lost, make their way into the sewers and haunt the place, often seeking to attack drow elves, especially lone ones. They will certainly attempt to attack weak-seeming parties. However, driders are usually encountered alone, though there is a 10% chance that a pack of 1-4 of them will be encountered instead).

Allow a 60% chance a given drider is a priestess of 7th level, the remainder will be wizards of 7th level. Wizards may have once been of either gender.

Drider Priestess (AC 3, MV 12, HD 6+6. CL Pr, LV 7, hp 40 ea, THAC0 13, #ATT 1, D 1-4 or by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 vs mail), SA surprise opponents 1-5, poison bite (save at -2 or be paralyzed for 1-2 turns), SD +4 vs fear, climb walls, MR 15%, Spell Points (16 WIS): 90, AL CE, XP 5000 ea, Source: Monstrous Manual)

Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:

Curse (4), Cure Light Wounds (4), Invisibility to Animals (4), Protection from Good (4), Command (4), Hold Person (10), Cure Moderate Wounds (6), Aid (6), Resist Fire (6), Dispel Magic (10), Spellweb (10), Protection from Lightning (22)

Drider Powers (1/day at 7h level):

Dancing Lights (+1 lights)
Faerie Fire (+20' square)
Darkness (+16' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Suggestion
Dispel Magic

Drider Wizard (AC 3, MV 12, HD 6+6. CL Wi, LV 7, hp 44 ea, THAC0 13, #ATT 1, D 1-4 or by weapon, Weapons battle axe (Av 1D8/1D8 kdD10), shortbow (Av 2/r 10/20/30 1D6/1D6 kdD6). SA surprise opponents 1-5, poison bite (save at -2 or be paralyzed for 1-2 turns), SD +4 vs fear, climb walls, MR 15%, Spell Points (16 INT): 75, AL CE, XP 3000 ea, Source: Monstrous Manual)

Wizard Spells Memorized:

Chromatic Orb (4), Shield (4), Magic Missile (4), Invisibility (6), Mirror Image (6), Summon Swarm (6), Lightning Bolt (10), Gust of Wind (10), Fireball (10), Wall of Fire (15)

Drider Powers (1/day at 7h level):

Dancing Lights (+1 lights)
Faerie Fire (+20' square)
Darkness (+16' radius)
Levitate
Know Alignment
Detect Magic

Drow (varies) - Specific statistics are not given here, but there are tables for several locations and an indication of the power levels of the drow.

All drow have certain innate powers detailed in Drow of the Underdark. All drow are assumed to have the following NWP:

Alertness, Ambidexterity, Blind-fighting. Assume that Alertness is at 14 for non-priests and 16 for priestesses.

All drow will possess elven chainmail and weapons and bucklers of +1. For every 4 levels attained, assume a drow's equipment is better by one plus. Thus a drow of level 1-4 will have +1 equipment, 5-8 will have +2, and so forth. In addition, drow are well equipped with minor magic items, and nobles will also carry magical house insignia. Refer to Drow of the Underdark for more information.

Any result of drow occurring in the DUERGAR EMPIRE will be treated as a result of Duergar 75% of the time and will actually be drow 25% of the time.

DUERGAR EMPIRE:

Drow encountered in the Duergar Empire will almost certainly be a warparty, slaving party, or raiding party. In any of these cases, assume there will be:

4-16 drow warriors (level 3 warriors)
2 elite drow warriors (level 5 warriors)
1 drow commander (level 7-9 warrior)
2D20 slave warriors (either quaggoth, bugbears, or troglodytes)
2D20 goblin slaves

Allow a 5% chance that each category of drow above will be comprised of warrior/wizards with wizard levels equal to their warrior levels.

Allow a 15% chance of a powerful slave group (2D6 ogres or 2D4 trolls)

Allow a 5% chance of a priestess of level 2D4 (with a 5% chance of wizard levels equal to priest levels) and if over 5th level, include D3 under priestesses of level D4+1)

DROW EMPIRE:

The basic types of drow encounters are:

Merchants
Patrol/Warparty
Priestesses/Nobles

Every drow location has a primary (P), secondary (S), and tertiary (T) encounter type associated with it as follows:

Yyered Nulthil: P - merchant, S - patrol/warparty, T - noble/priestess

Q'wilinthos-eresti: P - patrol/warparty, S - merchant, T - noble/priestess

Rabat-wruinu'ili: P - patrol/warparty, S - priestess/noble, T - merchant

Fortress: P - patrol/warparty, S - merchant, T - priestess/noble

Trade Outpost: P - merchant, S - patrol/warparty, T - noble/priestess

For all encounters, roll on the table below. To determine the location applicable, use the closest to the encounter area in hexes. If a tie, determine between the tied locations randomly.

01-55 = Primary
56-85 = Secondary
86-00 = Tertiary

When there is a slash in an encounter type (e.g. priestess/noble) assume the former occurs on a 01-75 and the latter on a 76-00.

Merchants:

Assume a merchant encounter is with a caravan of 2D6 pack lizards. For each pack lizard, there will also be the following:

4 guard drow warriors (level 2 warriors)
1 drow merchant (normal drow 01-85 or a rogue of lvl D4+1 86-00)
6 slave warriors (either quaggoth, bugbears, or troglodytes)
4 goblin slaves

Assume any drow warriors or rogues encountered have a 5% chance of possessing wizard levels equal to their other class level.

Goods being carried will vary, but assume a rough value of D4x1000gp per pack lizard.

Patrol/Warparty:

Although the missions of these two groups are distinct, their composition will generally be the same.

4-16 drow warriors (level 3 warriors)
2 elite drow warriors (level 5 warriors)
1 drow commander (level 7-9 warrior)
2D20 slave warriors (either quaggoth, bugbears, or troglodytes)
2D20 goblin slaves

Allow a 5% chance that each category of drow above will be comprised of warrior/wizards with wizard levels equal to their warrior levels.

Allow a 15% chance of a powerful slave group (2D6 ogres or 2D4 trolls)

Allow a 5% chance of a priestess of level 2D4 (with a 5% chance of wizard levels equal to priest levels) and if over 5th level, include D3 under priestesses of level D4+1)

If a priestess is indicated, she may (35%) have D4 giant spiders in tow.

Noble/Priestess:

Assume any noble is a warrior (01-50) or rogue (51-00) of level 2d4. In addition, allow a 10% chance that the noble has equal levels of warrior and rogue. If single classed, then allow a 10% chance the noble has wizard levels equal to their other class level.

For priests, use the same above but assume the primary class determined is priest and allow an equal chance that the first 10% chance is either warrior (50%) or rogue (50%).

For both, allow a 15% chance of a D3 level bump above the 2D4 levels. Keep allowing a 15% increase of +d3 levels until a roll is failed.

All priestesses or nobles will be accompanied by 2 other like drow of -D3 level (at least level 2) and 2D6 like drow of level D3+1 with no level bump.

In addition, there will be 2 drow warriors (level 3) for every level of the commanding noble/priest.
In addition, there will be 2 slave warriors for every level of the commanding noble/priest.
In addition, there will be 2 goblin slaves for every level of the commanding noble/priest.
If a priest is in command, allow a 5% per level that 2D6 giant spiders of various sorts are accompanying the group.

Duergar (varies) - Specific statistics are not given here, but there are tables for several locations and an indication of the power levels of the duergar.

All duergar have certain innate powers detailed in the Monstrous Manual. These are usable 1/day as a wizard of a level twice the duergar's. All duergar are assumed to have the following NWP:

Alertness, Blind-fighting. Assume that Alertness is at 14 for non-priests and 16 for priestesses.

Any result of duergar occurring in the DROW EMPIRE will be treated as a result of Drow 75% of the time and will actually be duergar 25% of the time.

At all times there is a 1% chance that a given duergar possesses psionic abilities.

A duergar with psionic abilities will possess them as follows:

Level = HD or class levels
Dis/Sci/Dev = per level
Attack/Defense = MT, EW, II/M-, TS, MB
Power Score = INT (usually 12)
PSP = 12xHD or class level

Clairsentience: feel sound, poison sense*
Psychokinesis: molecular agitation*, molecular manipulation
Psychmetabolism: energy containment, expansion*, reduction*
Telepathy: identity penetration*, invisibility*, contact

* = duergar psioncists always know these powers, even at first level and gain them for free (though not for free PSP cost).

DROW EMPIRE:

Duergar encountered in the Drow Empire will almost certainly be a warparty. In any of these cases, assume there will be:

8-19 duergar warriors (level 2 warriors)
2 duergar war leaders (level 4 warriors)
1 duergar commander (level 6 warrior)
25% chance of a duergar warpriest (level D6+1 warrior/priest)
10% chance that the warparty is accompanied by 2-8 giant steeder spiders used as mounts and shock troops.

If without steeders, remember that duergar warparties in hostile territory tend to be invisible at all times, which makes them very difficult to detect. However, most duergar in drow territory will not usually bother other obvious intruders into drow territory.

DUERGAR EMPIRE:

The basic types of drow encounters are:

Merchants
Patrol/Warparty
Priests

When there is a slash in an encounter type (e.g. priestess/noble) assume the former occurs on a 01-75 and the latter on a 76-00.

Merchants:

Assume a merchant encounter is with a caravan of 2D6 pack lizards. For each pack lizard, there will also be the following:

4 guard duergar warriors (level 2 warriors)
1 duergar merchant (normal duergar 01-85 or a warrior/rogue of lvl D4+1 86-00)
15% chance of 2-4 giant steeder spiders being used as guardians and light beasts of burden.

Goods being carried will vary, but assume a rough value of D4x1000gp per pack lizard and 1/10th that value for steeders.

Patrol/Warparty:

Although the missions of these two groups are distinct, their composition will generally be the same.

6-36 drow warriors (level 2 warriors)
2 war leaders (level 5 warriors)
1 commander (level 7-9 warrior)
35% chance of a warpriest (warrior/priest of level D6+1)
20% chance of 2-12 giant steeder spiders used as mounts
25% chance of D3 rogues of level D4+1 with a 25% chance that any rogue is also a warrior of equal level.

Priests:

Assume any priest is level 2D4 with a 5% of a +1 level bump. Assume this priest will have an underling of his level -D3 (but never less than level 1).

Allow a 25% chance any priest encountered has warrior levels equal to his priest levels. If not, assume a 5% chance a given priest has rogue levels equal to his priest levels.

Assume a 45% chance for 2-24 ghouls to accompany the clergy. If so, there is a 15% chance that 1-4 ghouls are actually ghasts.

All priests will be escorted by 4-12 duergar guards (warriors level 3) led by a commander (warrior level 6).

Allow a 15% chance that 2-8 giant steeder spiders accompany the group.

Duergar in their own empire are far more likely to be initially hostile to any intrusion. They will, however, attempt to capture the party and determine their goals. Should the party convince the duergar that they seek to harm the drow, they could be let go.

Dwarf, Urdunnir (3-30) - These seldom encountered dwarves are known to both the drow and the duergar, but are so benign and uninvolved in the politics of the region and, in addition, so deadly and elusive that both great empires tend to leave them alone.

As such, any encounters with Urdunnir are likely to be elusive and curiosities more than anything else.

Urdunnir Dwarf (AC 0, MV 6 br6 (stonewalk), HD 2, hp 11 ea, THAC0 19, #ATT 2, D 1-4/1-4, SA ambush through stone (opponents have a -3 to their surprise rolls), move objects through stone (attack roll to grab a victim, who is then allowed a save vs petrifaction to break free, otherwise all or part of the victim can be transported through stone and, if released into the stone, slain utterly and irrevocably), SD stone shape (1/round innate with a casting time of 1, up to 8 cubic feet of stone), shape metal (concentrating for a full round, can shape of to 5 cubic feet of metal, if used on armour or metal worn an attack roll is required, if the Urdunnir is prepared for an attack upon him he can shape the metal as it hits taking half damage and deforming the implement, magic items may save vs spell at their wielder's level plus their magical bonus), stonewalk (walk through stone at will, slain by a Phase Door while stonewalking), MR 25%, AL N, XP 975 ea, Source; Monstrous Compendium 3)

If 20 or more Urdunnir are encountered, there will be an alird or leader who wears silver and gold garments. Alirds do not need to concentrate for a round to shape metal.

Alird (AC -2, MV 6 br6 (stonewalk), HD 3, hp 16, THAC0 17, #ATT 2, D 1-4/1-4, SA ambush through stone (opponents have a -3 to their surprise rolls), move objects through stone (attack roll to grab a victim, who is then allowed a save vs petrifaction to break free, otherwise all or part of the victim can be transported through stone and, if released into the stone, slain utterly and irrevocably), SD stone shape (1/round innate with a casting time of 1, up to 8 cubic feet of stone), shape metal (at will with a casting time of 1, can shape of to 5 cubic feet of metal, if used on armour or metal worn an attack roll is required, if the Urdunnir is prepared for an attack upon him he can shape the metal as it hits taking half damage and deforming the implement, magic items may save vs spell at their wielder's level plus their magical bonus), stonewalk (walk through stone at will, slain by a Phase Door while stonewalking), MR 25%, AL N, XP 2000, Source; Monstrous Compendium 3)

Elf, Rockseer (5-20) - These reclusive elves are not the enemies of the drow, nor of the duergar and tend to remain aloof from such. Their abilities allow them to survive and prosper in thei rhostile environment and the only race that remotely competes with them, the Urdunnir, rarely interact with them.

Rockseer Elves (AC 4 (16 DEX), MV 9, CL Wa, LV 3, hp 23, 25, 20, 25, 29, 23, THAC0 18, #ATT 2, D by weapon type, Weapons: longsword [made by the bugbears] (Av D8/D12 kdD8), short sword (Fa D6/D8 kdD6), Armour: metal-studded furs and hides including a stone helm [head is AC 2], SA +1 to hit with longsword, ambidextrous (no penalty for fighting with 2 weapons), communal powers, SD meld into stone at will, stone walk 100 yards per day, sense distances between caverns, immune to petrifaction, 90% resistant to sleep, charm, hold and web, -1 on saves vs Elemental Air spells, MR 50% to Elemental Earth spells, AL N, XP 975 ea, Source: Monstrous Compendium 3)

All bands will be led by a leader.

Lead Rockseer Elf (AC 4 (16 DEX), MV 9, CL Wa, LV 5, hp 36, THAC0 16, #ATT 2, D by weapon type, Weapons: longsword [made by the bugbears] (Av D8/D12 kdD8), short sword (Fa D6/D8 kdD6), Armour: metal-studded furs and hides including a stone helm [head is AC 2], SA +1 to hit with longsword, ambidextrous (no penalty for fighting with 2 weapons), communal powers, SD meld into stone at will, stone shape 1/day, stone walk 300 yards per day, sense distances between caverns, immune to petrifaction, 90% resistant to sleep, charm, hold and web, -1 on saves vs Elemental Air spells, MR 50% to Elemental Earth spells, AL N, XP 975 ea, Source: Monstrous Compendium 3)

Communal Powers:

3 or more rockseers with 10 experience levels can cast Wall of Stone at will

5 or more rockseers with at least 20 experience levels can conjure a huge earth elemental once per day with no chance of losing control.

Huge Earth Elemental (AC 2, MV 6, HD 20, hp 133, THAC0 5, #ATT 1, D 4-32, SA attack constructions, -2 damage per die against air or water borne creatures, SD +2 or better weapon to hit, AL N, XP 14000, Source: Monstrous Manual)

The more powerful Rockseer elves, especially the wizards, tend to remain deep in their lairs and are not usually encountered.

Fish, Subterranean (varies) - These will be encountered on subterranean streams and pools. If an encounter is indicated while the party travels along a main passage, then the DM can either determine that the passage is bisected by a stream 9with a bridge) or a pool cuts into the side of the passage, or that said pool or stream is located in a side cave just off the main way.

Roll on the chart below to determine the actual type of fish encountered:

01-60 = Lemon Fish
61-90 = Wattley
91-00 = Irridescent Plecoe

Lemon Fish (1-3) - These ravenous hunters will tend to attack half of the time.

Lemon Fish (AC 6, MV sw24, HD 9, hp 48, THAC0 11, #ATT 2, D 2-16 (bite)/9hp plus poison (tail barb), SA tail barb poison (save or suffer 1D6 damage per round for 9 rounds, SD sphere of filmy liquid (if wounded by a puncturing or slashing weapon, releases a liquid sphere in a 12' radius. All within must save vs poison at -4 or be stunned for 1D4 rounds), AL N, XP 1400, Source: Monstrous Compendium 2)

Wattley (10-40) - These are voracious hunters that will always attack. They are popular as prey themselves to underground denizens.

Wattley (AC 8, MV sw18, HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-2, SA bite causes paralysis (automatic in 2HD or less creatures, others must save or fall unconscious for 3D6 rounds minus their HD), AL N, XP 35 ea, Source: Monstrous Compendium 2)

Irridescent Plecoe (10-100) - These fish are non-aggressive, but can pose a hazard if roughly dealt with.

Irridescent Plecoe (AC9, MV sw12, HD 1-1, hp 3 ea, THAC0 20, #ATT 1 + disease, D 1, SA disease (bite has barbs that inject a disease venom to any who fail a save vs poison at -4, in two hours victim loses 1 STR and CON per day until death when STR or CON reaches zero, disease can be cured within 72 hours or it becomes irreversible and fatal), AL N, XP 35 ea, Source: Monstrous Compendium 2)

Flareater (1-4) - These aggressive predators welcome light bearing prey and will diligently swarm over whichever party member is bearing a light source.

Flareater (AC 0, MV 15, HD 6 [but may increase to 12], hp 5 per HD ea, THAC0 15 [7-8HD = 13, 9-10HD =11, 11-12HD = 9], #ATT 1, D 3-12, SA dissolve (flesh [dead] in 2-8 rounds, 1" of metal in 4 rounds, 1" of wood in 6 rounds, 1" of leather in 8 rounds [with each magical +1 adding 1 round]), SD smother light sources [non-magical sources grow it 1HD], growth from light (moving into area of effect of magical light devours the light and grows is 1HD from spells like Dancing Lights, Glitterdust, Faerie Fire, and Moonbeam, grows 2HD from Light, Continual Light, and Sunray), immune to light, heat and fire based spells, cold based spells paralyze for 2-8 rounds, split (when it reaches 12HD the flareater will split into 2 specimens of 6 HD, but this takes 4 rounds, AL N, XP 1400 ea, Source: Monstrous Compendium 2)

Fungus (varies) - A variety of fungi may be encountered in these depths. Refer to the table below.

01-50 = Shrieker
51-65 = Violet Fungus
66-80 = Phycomid
81-85 = Ascomid
86-00 = Gas Spore

Shriekers (2-8) - These fungi will give off a warning wail that will necessitate another wandering monster roll on the table 50% of the time. Such new encounter will occur relatively briefly after the shrieker(s) begin to wail.

Shriekers (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 0, D nil, SD noise, AL N, XP 120 ea, Source: Monstrous Manual)

Violet Fungi (1-4) - These will be found amidst a cluster of shriekers. Roll 1D4 to determine the number of shriekers also present. The violet fungi will attack all living flesh.

Violet Fungi (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 1-4, D nil, SA rot (each branch will range from 1'-4' equal to the height of the fungus minus 3', hit requires a save vs poison or the flesh rots in 1 round), AL N, XP 175 ea, Source: Monstrous Manual)

Phycomid (1-4) - These blobs of plant matter will attack any organic living creatures within range.

Phycomid (AC 5, MV 3, HD 5, hp 25 ea, THAC0 15, #ATT 2, D 3-6/3-6, SA infection (save vs poison or sprout mushroom growths in D4+4 rounds inflicting D4+4 damage and killing the victim in D4+4 turns creating a new phycomid, cure disease will stop the spread), ranged attack (attacks have a range of 12 feet), SD), immune to brain-affecting spells, AL N(E), XP 650 ea, Source: Monstrous Manual)

Ascomid (1) - These strange round fungi roam the tunnels of the Underdark searching for hosts for their spores and organic material to absord as it rots.

Ascomid (AC 3, MV 12 [base of 3, +3 per round picking up steam to maximum of 12], HD 6+6, hp 46 ea, THAC0 13, #ATT 1, D special, SA knock down (S and M sized victims are knocked down until next round), spores (L or larger opponents and those causing damage are attacked by a stream 1' diameter and 30' long which expands to a cloud 5D4' in diameter, all in the cloud must save vs poison or die in 1D4 rounds, those saving are blinded and choked requiring 1D4 rounds to recover [unrecovered victims cannot take actions and suffer a +4 attack bonus by enemies and no shield or DEX bonus allowed), SD longer piercing weapons do double damage, shorter stabbing weapons treat as size S for damage, immune to blunt weapons, slashing weapons cause 1 point of damage, + 4 save vs all magical attacks (except cold which does full damage and gets no save bonus) and damage is 50% of normal (even effects with no save gain a save of 20 plus the bonus), immune to brain-affecting spells, AL N(E), XP 1400 ea, Source: Monstrous Manual)

Gas Spore (1-3) - Only dangerous for their resemblance to beholders, these fungi float aimlessly about looking for flesh to inject with spores. They are rarely a danger to intelligent natives of the Underdark, because the presence of a beholder in the area would likely be well known within a short period of time, but they can certainly trick adventurers.

Gas Spores (AC 9, MV fl3[A], HD 1/8, hp 1, THAC0 20, #ATT 1, D special, SA explode (damage causes the spore to explode in a 20' r causing 6D6 damage or half if a save vs wands is made), infect (touch causes infection by spores, killing its victim in 24 hours without a Cure Disease, after which time 2-8 small spores will emerge and inflate), SD appears like a beholder (90% over 10' away and 25% closer), AL N, XP 120 ea, Source: I Tyrant)

Gambado (1-8) - These "springing skulls of doom" will be found set in their pits along the passageway with skulls attached to their heads and appearing as the site of some conflict or battle. To help this out they will sprinkle other bones near the skulls and bits of worthless armour and weapons. The skulls will be a mixture of duergar, orc, troglodyte, and rothe, a strange enough combination to perhaps alert wary party members that something is not quite right.

Typically, the gambado will place the most interesting bits of armour and weapons near the centre of the group, and will sprinkle some coins (perhaps a tenth of the total horded amount) to entice victims into their midst.

When the party reaches to within 10' of a skull (or the centre skull) they will leap to the attack.

Gambado (AC 6, MV spring 12' horizontally and 14' vertically, HD 4, hp 25 ea, THAC0 17, #ATT 3, D 1-8/1-4/1-4, SA attacks only with the bite on the initial spring, which is treated as a CHARGE move, AL CN, XP 175 ea, Source: Monstrous Compendium 1)

These creatures will have in their pits (less the 10% scattered as bait) 2D10gp, D6x10ep, D6pp and 2D4 ornamental gems worth 10gp each.

Gargoyle (2-16) - These stony monstrosities hunt the tunnels for prey to torture and kill.

Allow a 20% chance that the encounter is actually with 2-8 margoyles instead, and if margoyles are indicated, allow a 25% chance the in full a mixed group of 2-16 gargoyles and 2-8 margoyles is encountered.

Gargoyle (AC 5, MV 9 fl15[C], HD 4+4, hp 25 ea, THAC0 15, #ATT 4, D 1-3/1-3/1-6/1-4, SD +1 or better weapon to hit, AL CE, XP 420 ea, Source: Monstrous Manual)

Margoyle (AC 2, MV 6 fl12[C], HD 6, hp 30 ea, THAC0 15, #ATT 4, D 1-6/1-6/2-8/2-8, SA stone skin (only 20% likely to be seen when against a stone backdrop), SD +1 or better weapon to hit, AL CE, XP 975 ea, Source: Monstrous Manual)

Geonid (2-12 or 1D6x10+20) - These reclusive creatures are generally (95%) encountered in hunting parties of 2-12. There is a 5% chance however if travelling in a side passage that the party has stumbled onto or near a lair with 30-80 individuals.

Hunting parties will generally leave the party alone, though they are fond of horse and mule flesh (though they rarely if ever encounter such beasts) and will possibly (25%) attack the creature or threaten the party unless they turn over a mule or horse. Roughly 10% of the geonids can speak common, and at least 1 in every group can do so. Should the geonids not wish to interact with the party and should they surprise them, they will simply retreat into their shells and will likely appear as nothing but a group of boulders at the side of the passageway.

Geonid lairs are well-hidden caves near to the passageway. The lairs can appear deserted at a moment's notice by having all the geonids go under their shells. In this case the lair will appear to be a boulder-strewn cavern which has a strange central boulder that has several chipped boulders and oddly shaped stones set atop it as if some sort of crude shrine. Offerings of coins and gems and ingots lie around the shrine (assume 3D6 each of cp, sp, ep, gp and pp of underdark mintings as well as 1D100 coins worth of ingots and nuggets of copper, silver, and gold, also allow a 50% chance of D6 gems worth D6x100gp each).

The geonids in the lair will likely remain hidden unless they believe they are about to be discovered. If the party seems strong, they will even allow their treasure to be taken.

A lair will have small children equal to about half the number of adults. These are shell-less and ride around in their mother's shell, so they will normally never be seen by the party. Every lair will have a priest, which has no spells but is a tougher being that leads the group. The priest will always speak Common.

Geonid (AC -2, MV 6, HD 2, hp 11 ea, THAC0 19, #ATT 1, D 1-8, SA surprise (-4 to opponent surprise roll), AL CN, XP 65 ea, Source: Mystara Monstrous Compendium)

Geonid Priest (AC -2, MV 6, HD 4, hp 22 ea, THAC0 17, #ATT 1, D 2-12, SA surprise (-4 to opponent surprise roll), AL CN, XP 175 ea, Source: Mystara Monstrous Compendium)

Giant (varies) - Encounters with these behemoths will involve either ettins or fomorians as indicated below.

01-16 = Ettin
17-00 = Fomorian

Ettin (1 or 5% of the time 1-4) - These horrible beings hunt the underdark for any prey weaker than they. They tend to respect drow and duergar en masse but would love nothing more than to capture a lone straggler of either and take them to their lair to be sadistically tortured and then eaten.

Ettin (AC 3, MV 12, HD 10, hp 55 ea, THAC0 11, #ATT 2, D 1-10 / 2-12 (or if armed with clubs 2-16/3-18), SD surprised only on a 1, AL CE, XP 3000 ea, Source: Monstrous Manual)

Fomorian Giant (1-4) - These misshapen hulks are amazingly stealthy for their size and love to conduct ambushes on unsuspecting travellers.

Fomorian Giant (AC 3, MV 9, HD 13+3, hp 97, THAC0 9, #ATT 1, D 10-18 or by weapon (x2+8 due to STR), Weapons giant mattock/maul (Sl 2D4x2/1D10x2 kdD12x2 +1 to hit vs plate and mail armours), SA surprise (-2 to enemy surprise rolls), SD surprised only on a 1, AL NE, XP 6000, Source: Monstrous Manual)

Gibbering Mouther (1) - These disgusting creatures are often found in pools and streams, but since they can liquefy stone, they also often set up a nice gooey quicksand trap in the middle of a well-travelled passageway.

Gibbering Mouther (AC 1, MV 3 sw6, HD 4+3, hp 27 ea, THAC0 17, #ATT 6+, D 1 (x6) plus special, SA gibbering (all within 60' must save vs spell or roll 1D8: 1 = wander aimlessly for 1 round, 2-5 = stunned for 1 round, 6-7 = attack nearest creature for 1 round, 8 = run in fear for 2 rounds, those who save are immune to that mouther, those who fail must make another save when the current effect is over), spittle (bursts into bright flare, save vs pertification or be blind for 1-3 rounds, mouther has =2 to hit blinded opponents and victims attack at -4 while blind), attach (any bite that hits by 2 or more means the mouth is attached and drains an additional hp per round, when 3 or more mouths are attached, the victim must make a DEX check each round or fall), flow (anyone falling before the mouther from 3+ mouths gets flowed over and bitten with 12 mouths at +4 to hit), absorb (anyone flowed upon and reaching 0 hp is absorbed giving the mouther another mouth and pair of eyes and +1hp up to maximum), liquefy (liquefies ground and stone in 5' radius to quicksand, 30 seconds to change earth to quicksand and 1 minute to change stone to earth), AL N, XP 975 ea, Source: Monstrous Compendium 1)

Gnome, Svirfneblin (5-8) - Encounters with these reclusive creatures will usually involve the gnomes surprising the party and simply letting them pass by. However, should a party somehow display its goodness before the observant gnomes, they might be tempted to parley and even aid the party. Groups encountered are usually scouts, patrols, or miners looking for veins of precious ore or gems. Their lair will generally be extremely well-hidden and some d10 miles away from the point of encounter.

Svirfneblin (AC 2, MV 9, HD 3+6, hp 22 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), darts (FA 3/r 2/4/8 1D3/1D2 kdD4), Armour plate and small shield, SA surprise opponents 90%, +2 to hit with darts, SD detect slopes (5 in 6), detect depth (4 in 6), detect direction (3 in 6), detect unsafe stonework (7 in 10), +2 save vs. poison, +3 all other saves, immune to illusions, 90% likely to convince earth creatures not to attack, radiate Non-Detection, Blindness 1/day, Blur 1/day, Change Self 1/day, 60% undetectable if motionless, surprised on 1 in 10, MR 20%, AL N(G), XP 420 ea, Source: Monstrous Manual)

NWP:

Blind-fighting

Magic Items:

Pick is finely crafted (+1 to hit and damage)

Dagger is finely crafted (+1 to hit and damage)

12 Stun Darts (releases small gas puff when hits, victims must save vs. poison or be stunned for 1 round and slowed for the 4 following rounds)

Treasure:

Gems and jewelry worth 3D100gp.

Goblin (4-24) - In the DUERGAR EMPIRE, assume 90% of all Goblin encounters are actually with Duergar. Goblins actually encountered within the DUERGAR EMPIRE will be a raiding band or a rare independent clan. Often of slaves escaped from drow domination and seeking refuge in the duergar lands.

In the Drow Empire, goblins will be feral half the time and slaves of the drow the other half. Nonetheless, whatever their disposition, all goblins share the same statistics and the same penchant for cowardice and avoidance of powerful enemies. The only difference is that drow slaves may return to report the party's presence to their masters.

Goblin (AC 6, MV 6, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D by weapon, Weapons hand axe (Fa 1/r 2/4/6 1D6/1D4 kdD8), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), armour leather and small shield, AL LE, XP 15 ea, Source: Monstrous Manual)

Gremlin (varies) - Refer to the table below to determine the exact nature of the gremlins encountered.

01-42 = Jermlaine
43-84 = Snyad
85-00 = Mite

Jermlaine (12-48) - These amazingly pesky and robust imps have extensive small tunnel networks built in a several mile radius around their secret lair, so that they can ambush travellers and retreat almost at will. They will generally attempt to pick pockets, cut straps, and, if they think they can get away with it, deploy traps to isolate members of a group and then ransack their victim and his supplies. They rarely kill, usually knocking their victims unconscious, stripping him of all items, and then leaving him bound and shaved and sometimes painted in some nasty corridor.

Assume a 50% chane that a group of Jermlaine is accompanied by 1D6 rat companions. If so, these will be normal rats (01-35), giant rats (36-95), and osquip (96-00).

Jermlaine (AC 7, MV 15, HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D 1-2 or 1-4, Weapons darts (120 yard range or 24/48/72), small pikes (1.5 feet long), blackjacks (ineffective against splint, banded, or platemail, causes 2% cumulative chance of unconsciousness), SA smell and hear invisible creatures 50%, stealth (-5 to opponent surprise rolls), cut straps which break D12 turns later, SD 75% undetectable if hiding, treated as 4HD monsters for saves, escape all damage from attacks that normally do half damage if save is successful, AL NE(L), XP 15 ea, Source: Monstrous Manual)

Snyad (1-8) - Any encounter with snyads will also include mites 35% of the time. These annoying critters will always be found near their lair, which consists of small concealed tunnels (usually concealed by a curtain of rothe fur with rocks glued on it - findable on a 1 in 3 for elves and a 1 in 4 for others) that lead to a single small den where the snyad family lives. There will be at least 2 other escape routes from this den, so it will be very difficult to corner the gremlins. The tunnels to a Snyad den are only 2' in diameter and so man-sized creatures suffer a -4 to hit and an AC penalty of 4 while maneuvering them.

Snyads do not fight. They instead like to run past a victim making a grab for an item. They can snatch an item out of a surprised victim's hand unless he makes a WIS roll. The Snyad can perform this maneuver while on the run (it is considered a CHARGE maneuver) so they will usually sprint out, grab, and in the same round run around a corner and zip into one of the tunnels leading to their lair.

If a Snyad is captured, it will kick and scream and squirm but will not bite. If all else fails the snyads would be willing to give back a stolen item in exchange for one of their own. As they have no language, this would be done via gestures.

Snyad (AC -4, MV 21, HD 1-1, hp 4 ea, THAC0 20, #ATT nil, D nil, SA surprise opponents 90% of the time, snatch (if victim is surprised, Snyad may CHARGE and grab an item from the hand unless the victim makes a WIS check), capture (anyone with a STR 11 may capture a Snyad with a successful attack roll), SD +3 to save vs non-area effect spells due to dexterity (includes non-physical spells since it is difficult for the caster to get a good sighting on the snyad)

Snyads will have some treasure in their lair. This consists of 3D8cp, 1D6ep, 1D6pp, D4 gems worth D100gp each, and D3 weapons (usually normal weapons indigenous to the areas but with a 25% chance of a drow shortsword +1 in the DROW EMPIRE).

Mite (6-24) - Any encounter with snyads will also include snyads 35% of the time. These little pests wander throughout the underdark causing trouble. If less than 12 are encountered, they will be a band of wanderers far from their lair and up to no good. These will likely not attack or even harass an entire party, but woe betides the lone straggler, especially if wounded.

If more than 12 are encountered, their lair will be nearby. It will be well hidden and accessed by small concealed tunnels (treat as secret doors) only 2' in diameter. In the centre of the lair, in a large chamber with a low ceiling, will be the local mite king with 4-24 females and 4-24 children, dressed in oversized clothes made for his victims.

Man-sized creatures suffer -4 to hit and an AC penalty of 4 due to the small tunnel size.

The king's chamber will also contain the group's treasure, consisting of 3D6sp, 2D4gp and D4 gems worth 1-50gp each.

A standard mite attack is, when they scout a lone traveller, to string a trip wire across the passageway and then climb up high with their net. When the person falls over the trip wire the net is released and, if the victim is caught, he is then pummeled and robbed or dragged to the lair if it is not far.

Mite (AC 8, MV 3, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D 1-3, SA pummel (2% chance cumulative per club of stunning a victim is worse than AC 3 on the head), net (takes 6 mites to wield and they must be higher in elevation than the victim, save vs paralysis or be caught), trip wires (DEX check or fall prone), AL LE, XP 35 ea, Source: Monstrous manual)

Mite King (AC 8, MV 3, HD 1+1, hp 9, THAC0 19, #ATT 1, D 1-4, SA pummel (2% chance cumulative per club of stunning a victim is worse than AC 3 on the head), net (takes 6 mites to wield and they must be higher in elevation than the victim, save vs paralysis or be caught), trip wires (DEX check or fall prone), AL LE, XP 35 ea, Source: Monstrous manual)

Mite Female (AC 8, MV 3, HD 1-2, hp 3 ea, THAC0 20, #ATT 1, D 1-3, AL LE, XP 35 ea, Source: Monstrous manual)

Hook Horror (2-12) - These strange but fierce beings will likely ambush the party, as their acute hearing means they will often be aware of the party before the party is aware of them. They will use their hooks to climb up the walls and hide amidst the niches and stalactites, leaping down upon the centre of the party as they pass by.

The hook horrors will almost always have a lair within a few miles. These are vertical sheer shafts piercing the passageway or a side cavern. Within the shaft are 4-6 caves which are lairs of the horrors. Also here will be an elder female who rules the group and the clan eggs in a hidden niche behind stones.

Hook Horror (AC 3, MV 9, HD 5, hp 30 ea, THAC0 15, #ATT 3, D 1-8/1-8/2-12, SA if both hooks hit the beak hits automatically each round until one hook is dislodged, SD surprised on a 1 in 10, unaffected by blindness or darkness, AL N, XP 175 ea, Source: Monstrous Manual)

Insect (varies) - consult the table below to determine the nature of the insect encountered.

01-25 = Giant Ant
26-75 = Cave Cricket
76-00 = Giant Tick

Giant Ant (1-10) - These will be half workers and half soldiers scouting for food or territory. Their lair will usually be within 1 mile and therein will be the queen and D100 more workers/soldiers.

Giant Ant Worker (AC 3, MV 18, HD 2, hp 10 ea, THAC0 16, #ATT 1, D 1-6, AL N, XP 35 ea, Source: Monstrous Manual)

Giant Ant Soldier (AC 3, MV 18, HD 3, hp 16 ea, THAC0 16, #ATT 1, D 2-8, SA sting (if bite hits will also make a sting attack which does 3-12 damage or 1-4 on a successful save vs poison), al N, Xp 175 ea, Source: Monstrous Manual)

Cave Cricket (1-8) - These ubiquitous creatures are only dangerous if their chirping alerts foes to the party's presence or drowns out needed spellcasting.

Cave Cricket (AC 4, MV 6 hop3, HD 1+3, hp 10 ea, THAC0 20, #ATT nil, D nil, SA chirping, AL N, XP 15 ea, Source: Monstrous Manual)

Giant Tick (3-12) - These dangerous parasites usually hang upon stalactities and other high stone formations from whence they can drop on their prey.

Giant Tick (AC 3, MV 3, HD 2 to 4, hp 5 per HD ea, THAC0 19 or 17, #ATT 1, D 1-4, SA blood drain (after the initial hit the tick drains blood fo 1D6 damage per round until it drains blood equal to its hp total), disease (anyone bitten has a 50% chance of contracting a fatal disease that kills the host in 2D4 days), Al N, XP 35 ea or 65 ea or 120 ea, Source: Monstrous Manual)

Intellect Devourer (1-2) - These creatures are sometimes used as spies by the mind flayers who dwell in the dark depths below the Drow and Duergar Empires. Assume that any intellect devourer encountered will be in control of a body 50% of the time. In this case, one can roll another wandering encounter and assume that is the body being dominated. Otherwise, the devourers will be in thei rnatural form and searching for bodies to control before returning to their masters with information and possibly brains to feed upon.

Intellect Devourer (AC 4, MV 15, HD 6+6, hp 39 ea, THAC0 13, #ATT 4, D 1-4 (x4), SA psionics (see below), stalk prey (psionic sense at 60' at no cost), may dominate dead bodies with intact brains, SD psionics (see below), +3 weapon to hit (weapons which can hit do 1 point of damage per attack), Death Spell kills 25% of the time, Powerword Kill slays it, protection from Evil keeps it at bay, AL CE, XP 6000 ea, Source: Monstrous Manual)

Psionic Powers:

Level = 6
Dic/Sci/Dev = 4/4/13
Att/Def = EW, II / M-, TS, IF

Note: Split Personality is always up at no cost, Energy Containment is always on without cost and even if the check or save fails, only 1 point of damage per die will be taken

Psychometabolism - Sciences: energy containment; Devotions: body equilibrium, chameleon power, ectoplasmic form, expansion, chemical simulation, reduction

Metapsionics - Sciences: split personality; Devotions: psionic sense, psychic drain

Telepathy - Sciences: domination (even on dead, intact minds), mindlink; Devotions: contact, ego whip, ESP, id insinuation, intellect fortress, mind blank, telempathic projection, thought shield

Psychoportation - Devotions: astral projection

Kalin (1-6) - These creatures are canny hunters who scour the walls and ceilings of the underground searching for prey to eat.

Kalin (AC 5, MV 18 cl9, HD 7, hp 37, THAC0 13, #ATT 3, D 1-10/1-10/2-12, SA surprise (-2 to opponent surprise rolls by dropping from the ceiling on a webline and a hit from surprise causes double damage), grapple (if a bite hits the victim is grappled and automatically hit by all 3 attacks every round, victim may break free by making an open doors roll [or save vs breath if no STR rating]), AL LN, XP 650, Source: Monstrous Compendium 2)

Kobold (5-20) - The lowest rung on the humanoid and slave totem pole, kobolds do not survive long in the Underdark except as slaves or with exceptional caution. In the DUERGAR EMPIRE, all kobolds encountered will be free bands. The kobolds actually get along somewhat well with the duergar as long as they keep out of the way, and those kobolds that have not learned to stay away from well armed parties of duergar have long ago been extinguished. In the DROW EMPIRE, kobolds will be feral 75% of the time and drow slaves 25% of the time, bearing tattoos and brands accordingly.

Like their kin everywhere, kobolds are sadistic but also acutely aware of their physical disadvantages and so will likely just observe strong parties unless they can see a good opportunity for gain.

Kobold (AC 7, MV 6, HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), javelin (Fa 1/r 4/8/12 1D6/1D6 kdD6), SD -1 to attack rolls in bright sunlight, AL LE, XP 7 ea, Source: Monstrous Manual)

Kuo-Toa (2-24) - Such groups encountered will be warbands from some outpost or city built beneath a large body of water. They are in search usually of slaves or on a mission of trade or of vengeance.

For every 4 encountered, there will be an additional fighter of 3-4th level. For every 8 encountered there will be an additional fighter of 5-6th level. For every 12 encountered there will be a cleric/thief of 4th level. If more than 20 are encountered, the group is a war party and will have 1 captain of 10th level, 2 lieutenants of 8th level, 4 fighter/thief whips of 3rd level, 1 monitor, and 1 slave per four kuo-toa.

Kuo-toan Warriors (AC 4, MV 9 sw18, HD 2, hp 12 ea, THAC0 19, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 175 ea, Source: Monstrous Manual)

3rd Level Kuo-toan Fighter (AC 4, MV 9 sw18, CL Wa, LV 3, hp 27 ea, THAC0 18, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 270 ea, Source: Monstrous Manual)

4th Level Kuo-toan Fighter (AC 4, MV 9 sw18, CL Wa, LV 4, hp 33 ea, THAC0 17, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 270 ea, Source: Monstrous Manual)

5th Level Kuo-toan Fighter (AC 4, MV 9 sw18, CL Wa, LV 5, hp 42 ea, THAC0 16, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 420 ea, Source: Monstrous Manual)

6th Level Kuo-toan Fighter (AC 4, MV 9 sw18, CL Wa, LV 6, hp 52 ea, THAC0 15, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 420 ea, Source: Monstrous Manual)

4th level Kuo-toan Cleric/Thief (AC 4, MV 9 sw18, CL Pr/Ro, LV 4/4, hp 25, THAC0 18, #ATT 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, backstab for x2 damage, lightning bolt (2 or more priests joined hands, 2' wide affects one target in sight, causes 6 pts per priest, half with save vs spell, occurs 10% cumulative per caster per round), backstab for x2 damage, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, Spell Points: 25, AL NE, XP 420, Source: Monstrous Manual)

Thief Abilities:

PP05 OL10 FRT25 MS65 HS60 DN35 CW70 RL00

Spells Memorized:

Curse (4), Cure Light Wounds (4), Magical Stone (4), Watery Fist (6), Hold Person (6), 1 Free Orison (1)

Kuo-toan Captain (AC 4, MV 9 sw18, CL Wa, LV 8, hp 79, THAC0 11, #ATT 3/2 or 5/2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 3000, Source: Monstrous Manual)

Kuo-toan Lieutenant (AC 4, MV 9 sw18, CL Wa, LV 8, hp 64, THAC0 13, #ATT 3/2 or 5/2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 1400, Source: Monstrous Manual)

Kuo-toan Whip (AC 4, MV 9 sw18, CL Wa/Ro, LV 3/3, hp 23 ea, THAC0 18, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, backstab for x2 damage, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 420 ea, Source: Monstrous Manual)

Thief Abilities:

PP05 OL10 FRT05 MS60 HS55 DN35 CW70 RL00

Kuo-toan Monitor (AC 1, MV 18 sw36, CL Wa, LV 7, hp 56, THAC0 14, #ATT 4, D 2D4 x2 and D4+1 x2, SA +1 to hit due to strength, attacks one claw and bite at initiative and the other at round end, may subdue (half real damage, at zero hp victim is unconscious for 3D4 rounds), claws do 4D4 damage for subdual attacks, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 975, Source: Monstrous Manual)

Slaves will generally be orcs, troglodytes, bugbears, etc. in the DROW EMPIRE and duergar and kobolds in the DUERGAR EMPIRE.

Lizard, Giant (varies) - Deterime the type of lizard encountered blow.

01-40 = Giant Lizard
41-50 = Giant Footpad Lizard
51-85 = Subterranean Lizard
86-95 = Fire Lizard
96-00 = Rockhome Lizard

Giant Lizard (2-12) - These beasts are aggressive when hungry but can be shy when satiated. They are often taken as hatchlings or as eggs and raised as pack lizards.

Giant Lizard (AC 5, MV 15, HD 3+1, hp 18 ea, THAC0 17, #ATT 1, D 1-8, SA clamp (attack roll of 20 means the jaws have clamped down for double damage that round and every round thereafter), AL N, XP 175 ea, Source: Monstrous Manual)

Giant Footpad Lizard (1-3) - These lizards are just as aggressive as normal giant lizards, but they can climb and stick to most surfaces with ease due to their padded claws. If raised young they make great pack lizards.

Giant Footpad Lizard (AC 6, MV 12 cl6, HD 2+1, hp 12 ea, THAC0 19, #ATT 1, D 1-6, Al N, XP 120 ea, Source: Mystara Monstrous Compendium)

Lizard, Subterranean (1-6) - These lizards crawl over the walls, floor, and ceiling of tunnels. They are aggressive and opportunistic hunters.

Subterranean Lizard (AC 5, MV 12, HD 6, hp 31 ea, THAC0 15, #ATT 1, D 2-12, SA clamp (an attack roll of 20 means the bite does double damage and the victim suffers 2-12 damage per round thereafter), AL N, XP 650 ea, Source: Monstrous Manual)

Fire Lizard (1-4) - These creatures enjoy a healthy respect from most of the natives of these tunnels, due to their fiery breath. They are aggressive hunters when awake and on the prowl.

Fire Lizard (AC 3, MV 9, HD 10, hp 57, 49, THAC0 11, #ATT 3, D 1-8/1-8/2-16, SA fiery breath (cone 15' long and 10' wide at the end, which inflicts 2-12 damage or half if a save vs beath is made, may breathe in addition to its full attack routine), SD immune to fire, AL N, XP 3000 ea, Source: Monstrous Manual)

Rockhome Lizard (2-8) - These creatures are gentle and unassuming and are often raised by svirfneblin as beasts of burden. Other creatures delight in hunting them because of their friendship with the deep gnomes.

Rockhome Lizard (AC 5, MV 15, HD 3, hp 17 ea, THAC0 17, #att 1, D 1-6, SD die from sunlight (exposure causes 1D6 damage per hour), afraid of horses, AL N, XP 65 ea, Source: Mystara Monstrous Compendium)

Lurker (1) - An encounter with this type of creature will be of a sub-type determined as follows.

01-50 = Lurker
51-75 = Trapper
76-00 = Shadow Lurker

Lurker (1) - These solitary hunters are always dangerous as they lurk along the ceilings of the passageways ready to drop on passersby. As they are unintelligent, they will tend to attack anyone who appears (or senses) as tasty. Allow a 10% chance that a given lurker is a female with a glutinous clutch of eggs stuck to the ceiling somewhere nearby. These eggs are valuable to the right parties.

Lurker (AC 6, MV 1 fl9[B], HD 10, hp 55 ea, THAC0 11, #ATT 1, D 1-6, SA surprise (-4 penalty to surprise rolls if undetected), 90% undetectable unless the ceiling is prodded, constrict (1-6 damage per round and suffocation occurs in D4+1 rounds regardless, prey inside can only fight with S sized slashing or piercing weapons already in hand), AL N, XP 2000 ea, Source: Monstrous Manual)

Trapper (1) - Unlike a normal lurker, trappers are highly intelligent, and are wont to form a protrusion near their centre to attract prey. Such a protrusion might appear to be a stone chest, a strange twisted stalagmite, a pedestal, or even an altar. When the centre is reached, the trapper will fold up and attempt to kill and devour those inside. A given trapper will cover be between 20' square and 25' square.

Allow a 5% chance that a given trapper is a female. In this case, a clutch of pebble-like eggs might be hidden on the ground nearby. These eggs are valuable to the right parties.

Trapper (AC 3, MV 3, HD 12, hp 44 ea, #ATT 1, D 4+AC, SA 95% undetectable, constriction (damage taken each round and victim smothers in 6 rounds regardless), SD immune to heat or cold based attacks.

Some (25%) of trappers have remained stationary enough to accumulate a little treasure. The treasure is not much because a trapper cannot really remain in a given area for too long before the element of surprise wears off.

Treasure:

D4x10cp, D3x10sp, D10gp, D6pp all of underdark mintings.

Lurker, Shadow (1) - These strange creatures are much more effective hunters in the absence of light, for they are difficult to detect by infravision and their slow movement makes it difficult for them to actively pursue prey. To a group maneuvering by infravision or to an unfortunate group with no light sources, this menace can be deadly.

The creature appears as a shadowy manta-like shape, and this would normally be fairly unobtrusive in the underdark even with torchlight, except that the shadow lurker draws shadows to it, and the party is likely to notice the shadows from its own torches being drawn up the walls towards the lurker.

The most effective way a shadow lurker is likely to attack is if it can come behind a party and trap it in a dead end passageway, but this would be a matter of luck (or unluck) rather than any grand plan by the dimwitted lurker.

All of the above into account, the shadow lurker will certainly try to attack the party. It is 20' square and will try to envelop as many party members as possible. These beings hate undead shadows and will attack them to the exclusion of all else. These beings cannot be turned by clerics.

Shadow Lurker (AC 4, MV 3 fl9[B], HD 5+3, hp 34 ea, THAC0 15, #ATT 1, D 2-8, SA envelop (envelop 1-3 M sized opponents, appears initially as a dark mist which coats the victims in black inkiness, victims take 2-8 per round and lose 1-2 STR per round, a victim who is killed by hp or STR loss is absorbed flesh and bones into the essence of the lurker and is gone [even a wish will turn the raised person into a shadow with evil alignment], enveloped victims can attack with a weapon in hand if they make a bend bars roll, any attacks against the lurker do full damage to a victim 75% of the time, area effect do half damage [or quarter with a save] to victims, SD +1 or better weapon to hit, when reduced to 30% or fewer hit points, will retreat into a nearby crack in the stone [its body can fit through tiny crevices], divide (after absorbing 50 STR they split into two creatures which then depart for solitary existence), immune to cold, sleep, charm, and hold, Continual Light paralyzes for rounds equal to the caster level, Colour Spray causes 2-12 damage to the lurker, AL CE, XP 1400 ea, Source: Monstrous Compendium 2)

Magebane (1) - Attracted by the prodigious use of magic emanating from the Drow and Duergar Empires, these parasites are a hefty annoyance, and the drow tend to slay them on sight, while the duergar actually breed them on occasion and set them loose on the borders of the Drow Empire. However, the magebanes are just as apt to feed upon divine spellcasters as upon wizardly spellcaster.

Magebane (AC 5 to spellcaster and those who can see it, AC 1 to others, MV 6 fl12[A], HD 2+4, hp 14 ea, THAC0 17, #ATT 1, D 3-6, SA tail whip (2-8 damage), absorb spells (chosen caster has spell absorbed on a 1-2 in 6 or partially absorbed on a 3-6 in 6, 7th level or greater spells are only partially drained 1 in 6), SD invisible and silent to all but its chosen spellcaster, sense magical auras and cast spells (160'), may never attack chosen one, MR 75% to all but chosen, 100% to chosen, AL CN, XP 420 ea, Source: Monstrous Compendium 1)

Meazel (1) - These universally despised predators of the Underdark are very cautious and cunning. They will never attack more than one person in combat. Instead, unless they are faced with a long straggler, they will likely attempt to pick some pockets using their thief abilities. A meazel is likely to shadow a party at a discrete distance and wait until they are relaxed or sleeping. If there is a lone guard, it may try to garrote him or her, hoping that the cord will silence his or her screams. The strangled victim will then be dragged to a quiet niche to be eaten and stripped of valuables (which would then be thrown away).

Meazel (AC 8, MV 12, HD 4, hp 21 ea, THAC0 17, #ATT 2, D 1-4/1-4, SA garrote (if the Meazel can approach from behind with surprise it can garrote, a successful hit against the head AC means the cord is around the neck and the victim will die in 2 rounds and cannot scream or vocalize though he may be able to tap or kick items nearby enough to make noise), SD thief abilities (see below), AL CE, XP 120 ea, Source: Monstrous Compendium 3)

Thief Skills:

PP 45 OL 37 FRT 35 MS 33 HS 25 DN 15 CW 88 RL 20

Meenlock (3-5) - These horrific creatures specialize in preying on stragglers and scouts. They particularly take relish in capturing drow and duergar, though usually they must settle for bugbears and goblins. Should the meenlocks encounter a well armed party, they will likely track the party until it beds down, and then evaluate whether an attack would be warranted. Should it be, they will choose a victim and begin to bombard that person with horrendous dreams during the night such that no rest is taken and all throughout the day. The next night, they will likely strike the camp, seeking to drag away their victim back to their lair in order to transform him into a meenlock.

The meenlock are so hideous, so cruel, and so despised that even the drow fear and hate them and tell tales of the meenlocks to their young to keep them in line.

Meenlock (AC 7, MV 9, HD 4, hp 18 ea, THAC0 17, #ATT 2, D 1-4/1-4, SA paralyzation (claw paralyzes unless a save is made, lasts 1D6 turns), mental harassment (during tracking of victim, causes -1 DEX, INT, STR, and WIS per hour to half original value and victim is -1 to hit and targets of victim's spells get +2 to saves), stealthy (80% surprise vs watchful guards, 100% versus unwatchful or sleeping), fear (intelligent creatures of 4HD or less that see a meenlock will collapse with fear for D4+4 rounds [half if a save vs spell is made]), SD dimension door (1/2 rounds, 60', cannot carry another, opponents attacking a meenlock the round it teleports suffer -4 to hit), tracking (unerringly track victim, 95% undetectable while tracking), telepathy 300' range, AL LE, XP 650 ea, Source: Monstrous Compendium 2)

Mimic (1) - An encounter with a mimic will be with the common variety (01-45), the killer variety (45-90), or the greater variety (91-00). Both the common and killer mimics will masquerade as a toppled chest or a discarded barrel or something that looks as if it were lost on the road.

The greater mimnic will masquerade as an entire complex of small tunnels or caves, sually inhabiting a side cave or tunnel and altering its own shape to match thesurroundings in order to lure prey into its interior. There will usually be some sort of treasure mimicked within itself, often some armour or weaponry or bones or gold coins. If opponents remain outside, the greater mimic will shut its openings so as to present it denser outer covering to such foes while it slames its victims inside.

Mimic (AC 7, MV 3, HD 7 or 8, hp 42 or 49 ea, THAC0 13, #ATT 1, D 3-12, SA glue (anything touching the mimic is held fast, alcohol weakens the glue in 3 rounds, or an open doors roll may be attempted once, or the mimic may neutralize the glue, which dissolves 5 rounds after the mimic dies), surprise (-4 to victim surprise rolls), SD immune to acid, molds, slimes, and puddings, AL N, XP 975 or 1400 ea, Source: Monstrous Manual)

Killer Mimic (AC 7, MV 3, HD 9 or 10, hp 55 or 63 ea, THAC0 11, #ATT 1, D 3-12, SA glue (anything touching the mimic is held fast, alcohol weakens the glue in 3 rounds, or an open doors roll may be attempted once, or the mimic may neutralize the glue, which dissolves 5 rounds after the mimic dies), surprise (-4 to victim surprise rolls), SD immune to acid, molds, slimes, and puddings, AL N, XP 2000 or 3000 ea, Source: Monstrous Manual)

Greater Mimic (AC 5 internal 2 external, MV 1, HD 15 or 16, hp 92 or 97 ea, THAC0 5, #ATT 1, D 6-24, SA surprise (-6 to victim's surprise rolls), glue (anything touching the mimic is held fast, alcohol weakens the glue in 3 rounds, or an open doors roll may be attempted once, or the mimic may neutralize the glue, which dissolves 5 rounds after the mimic dies), SD immune to acid, molds, slimes, and puddings, MR 10%, AL N, XP 7000 or 8000 ea, Source: Monstrous Compendium 2)

Mist, Vampiric (1-3) - These horrid creatures can often be sensed even before they are seen by the reek of old blood which precedes them. They are drawn to the scent of warm blood within 50' and often attack herds of rothe. They will certainly attack the party in order to feed and will do so until slain.

Vampiric Mist (AC 4 (8 when substantial), MV 12 (6 when substantial), HD 3, hp see below, THAC0 17, #ATT 1, D 1-8, SA tendril (target treated as AC 10 modified by DEX and magical plusses [but not shields] only), envelop (a hit at 4+ needed to hit means victim is enveloped and takes automatic damage each round, attacks by others do half damage to mist and victim, victim may not cast spells or concentrate), SD hit only by magical weapons, affected only by spells that affect air, lightning bolt, or magic missiles, AL NE, XP 270 ea, Source: Monstrous Manual)

Vampiric mists heal 1 hit point for every 2 points drained. They start at 1D6 points per die. When they reach maximum hit points (equal to 24 minus damage taken) they become substantial for 1D6 turns, and may be hit by normal weapons.

Mold (varies) - The variety of molds encountered necessitate a roll on the table below.

01-10 = Brown Mold
11-40 = Yellow Mold
41- 70 = Deep Mold
71-92 = Gray Mold
92-00 = Death Mold

Mold, Brown (1) - Brown mold will involve a single patch with the telltale bit of coldness in the air if the party is being exceptionally careful.

Brown Mold (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 0, D n/a, SA freezing (4-32 damage to warm-blooded creatures within 5'), grows from fire and heath sources, SD affected only by cold magic (Ice Storm and Wall of Ice cause it to go dormant for 5D6 turns, Wand of Frost, white dragon breath, or Cone of Cold kills it, AL N, XP 15 ea, Source: Monstrous Manual)

Mold, Yellow (1) - Yellow Mold is fairly common in damp passages and can grow rather large. In addition to its usual deadly properties, allow a 5% chance that a given colony is over 300 square feet. If so, allow a 1 in 6 chance that the colony is sentient. Should the colony be sentient, allow a further 1 in 6 chance that it has psionic powers.

Yellow Mold (normal patch) (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D n/a, SA poison spores (if touched roughly will emit spores in a 10' radius 50% of the time causing a save vs poison or death), SD vulnerable to fire, Continual Light renders it dormant for 2D6 turns, MR 20%, AL N, XP 65 ea, Source: Monstrous Manual)

Sentient patches sense creatures within 60' and may shoot spores that far, they may cast Suggestion 2/day and if cast, the victim must roll INT or less or lose 1 INT permanently, devoured by the mold.

Psionically sentient patches are immune to psionic attacks unless the creature or a comrade can communicate with plants. The mold is a 1st level Psionicist with the devotions/sciences of Mindwipe and Id Insinuation in the Telepathy Discipline and the devotion/science Psionic Sense (D100+20' range at no cost) in the Metapsionics Discipline. Its Power Score is 15 and it has D10x5 PSP.

Mold, Deep (1) - Deep mold will generally be most effective when hidden amidst stalactites or at the bottom of a slope or drop. When exposed, it must rely on its pleasing fragrance and beautiful colouration to attract the curious.

Deep Mold (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D special, SA spores (releases on touch in a cloud 20' wide by 20' high by 30' deep centered on the point of contact, those within must save vs paralyzation or take 1-10 damage and lose 1 STR for 1-10 rounds, save means half damage and no STR loss, victims who fail the save take 1-10 damage per day until dead or a Cure Disease is used, complete rest and exposure to natural sunlight for 24 hours stops that day's damage from occurring and allows natural healing of spore damage, each patch may spray 3 clouds per day), SD immune to weapon attacks, cold based spells stun for 3-18 rounds, heat based spells stun for 4-16 rounds, acid kills the mold (10' per vial or 2-8 damage), Cure Disease kills the mold, MR 20%, AL N, XP 35 ea, Source: Monstrous Compendium 2)

Gray Mold (1) - This mold uses its colouration to blend in with its surrpundings, usually on the floor of a passageway so that when stepped upon it emits its spore cloud.

Gray Mold (AC 9, MV 0, HD n/a, hp n/a, THAC0 n/a, #ATT 1, D 1-6, SA spores (when stepped on emits a cloud of gray spores once per 6 rounds, creatures within the cloud suffer 1D6 damage and must save vs poison or inhale 1D6 spores which do 1 point of damage per round per spore until death; a Cure Disease spell kills the spores but those killed by the spores become part of the mold [man-sized creatures become a 10' square patch), SD immune to weapons and fire-based attacks, cold based spells cause dormancy for 1D8 turns while Ice Storm, Wall of Ice, or other cold spells above 3rd level kill it outright, MR 35%, AL N, XP 65, Source: Monstrous Compendium 2)

Death Mold (1-3) - One of the deadliest of the molds living underground, these ambulatory colonies move in small groups, often along ceilings, and can voluntarily emit their spore clouds when they sense prey below them.

Death Mold (AC 9, MV 3, HD n/a, THAC0 n/a, #ATT 1, D 1-8, SA spores (on touch [or the mold can release at will] it releases a cloud of spores 40' deep by 60' long by 60' wide centered on the contact point, clouds may be released 1/turn up to 6/day, those within take 2-16 damage and must save vs poison or fall helplessly coughing and wheezing for 1-4 rounds), SD immune to wizard spells, Cure Spells stun the mold for rounds equal to damage healed, Slow Poison causes the mold to lie dormant for 1 turn, Neutralize Poison or Heal instantly kills the mold, AL N, XP 175 ea, Source: Monstrous Compendium 2)

Myconid (1-12) - These peaceful beings are generally encountered looking for exotic fungi and lichens for their king's garden. These will tend to ignore the party unless molested. They have learned to fear somewhat the drow, who often attack them for sport, but the duergar generally ignore them and vice versa.

Assume each group encountered consists of an evenly dispersed proportion of their circle. In other words, the first 5 in the group will be one of each of the 1-5HD types, beginning with the 1HD and progressing to the 5 HD. If more than 5 are encountered the same progression will be used.

Thus, if 7 myconid are encountered, there will be 2 of 1HD, 2 of 2HD, 1 of 3HD, 1 of 4HD, and 1 of 5HD. If only 3 myconids are encountered, then there will be 1 of 1HD, 1 of 2HD, and 1 of 3HD.

Should the group not include a 3HD myconid (i.e. only 1 or 2 encountered) they will be unable to rapport with the party. In this case the myconids will simply attempt, through hand gestures, convince the party to follow them to their lair. Should this not succeed, one will return to the lair while the other tries to get the party to remain where they are. If a single myconid is encountered, it will simply run back to its lair if it cannot get the party to follow it and will try to get a rapport-able myconid to return to speak with the party.

The DM should subtract any myconids defeated here from the total in the Myconid Caves.

1HD Myconid (AC 10, MV 9, HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-4, SD distress spores 1/day (alert other myconids, expands at 40' per round to a limit of 120'), poisonous skin (if eaten), AL LN, XP 65 ea, Source: Monstrous Manual)

2HD Myconid (AC 10, MV 9, HD 2, hp 10 ea, THAC0 19, #ATT 1, D 2-8, SD distress spores 2/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 2/day (ejected automatically by a dying myconid), poisonous skin (if eaten), AL LN, XP 120 ea, Source: Monstrous Manual)

3HD Myconid (AC 10, MV 9, HD 3, hp 15 ea, THAC0 17, #ATT 1, D 3-12, SD distress spores 3/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 3/day (ejected automatically by a dying myconid), rapport spores 3/day (single person, range is 40' for turns equal to HD of the myconid, if resisted a save vs poison that succeeds thwarts the rapport), poisonous skin (if eaten), AL LN, XP 175 ea, Source: Monstrous Manual)

4HD Myconid (AC 10, MV 9, HD 4, hp 20 ea, THAC0 17, #ATT 1, D 4-16, SD distress spores 4/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 4/day (ejected automatically by a dying myconid), rapport spores 4/day (single person, range is 40' for turns equal to HD of the myconid, if resisted a save vs poison that succeeds thwarts the rapport), pacifier spores 4/day (single creature to 40' save vs poison or become unable to do anything for 4 rounds), poisonous skin (if eaten), AL LN, XP 270 ea, Source: Monstrous Manual)

5HD Myconid (AC 10, MV 9, HD 5, hp 25 ea, THAC0 15, #ATT 1, D 5-20, SD distress spores 5/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 5/day (ejected automatically by a dying myconid), rapport spores 5/day (single person, range is 40' for turns equal to HD of the myconid, if resisted a save vs poison that succeeds thwarts the rapport), pacifier spores 5/day (single creature to 40' save vs poison or become unable to do anything for 5 rounds), hallucinatory spores 5/day (single creature, range 40', save vs poison or suffer violent hallucinations for 5 turns, see Monstrous Manual for effects of hallucinations), poisonous skin (if eaten), AL LN, XP 420 ea, Source: Monstrous Manual)

Myrlochar (1-12) - These horrid minions of Lolth are, interestingly enough, just as likely to be found in the DUERGAR EMPIRE as the DROW EMPIRE, for the drow often summon up packs of them and send them into the Duergar Empire on missions or, often, simply to raid and kill.

Myrlochar (AC 4, MV 8 wb16, HD 6+6, hp 43 ea, THAC0 15, #ATT 3, D 2-5/2-5/2-12, SA soul drain (a bite has a 1 in 6 chance of doing 1 point of damage permanently and adding this to the myrlochar's hit points), bite also does one of the following: hold person (lasts 4 rounds, transmitted from a bite, save vs spell at -3), reverse gravity (from bite, save vs spell at -3 or suffer as per spell), SD immune to darkness and blinding, silent movement, immune to webs, adhere to walls, ceilings, webs, levitate at MV 6 (include feather fall), immune to poison, immune to sleep, charm, and hold, MR 30%, AL CE, XP 4000 ea, Source: Drow of the Underdark)

Noran (1) - This strange, solitary creature will attack the party, as it is perpetually hungry and too slow moving to pass up any feeding opportunity.

Noran (AC 2, MV 3, HD 9+5, hp 57 ea, THAC0 11, #ATT 2, D 1-8/1-8, SA spit stone (up to 10 of them 60' for 2-16 damage, may spit a stone while also attacking in melee), SD double damage fro blunt weapons, not flammable like a tree (normal damage from fire), MR 30%, AL N, XP 2000 ea, Source: Monstrous Compendium 1)

Ogre (2-20) - These brutes are usually found in the DROW EMPIRE, serving as shock troops and heavy slaves. Only rarely are they encountered in the DUERGAR EMPIRE, and then usually as renegades and bandits. Assume any result of Ogre in the DUERGAR EMPIRE has only a 25% chance of actually being an Ogre result, otherwise treat as a Duergar result.

Ogres in the DUERGAR EMPIRE and 25% of them in the DROW EMPIRE will be renegades, making a living by banditry and picking on those smaller than they. Such brutes eek out an existence and use primitive equipment. Otherwise, ogres encountered in the DROW EMPIRE will be favoured slaves and will be branded for ownership and well equipped, usually out on a hunting or patrol mission.

Renegade Ogre (AC 5, MV 9, HD 4+1, hp 23 ea, THAC0 17, #ATT 1, D by weapon (+6 due to STR), Weapons maul (Sl 2D4/1D10 kdD12, +1 vs plate or mail), AL CE, XP 270 ea, Source: Monstrous Manual)

If a group of renegade ogres numbers 11 or more, a leader will be present.

Renegade Ogre Leader (AC 3, MV 9, HD 7, hp 33 ea, THAC0 13, #ATT 1, D by weapon (+6 due to STR), Weapons maul (Sl 2D4/1D10 kdD12, +1 vs plate or mail), AL CE, XP 650 ea, Source: Monstrous Manual)

If a group of renegade ogres includes 16 or more ogres, then they will be lead by 2 more leaders and a chieftain.

Renegade Ogre Chieftain (AC 4, MV 9, HD 7, hp 37 ea, THAC0 13, #ATT 1, D by weapon (+6 due to STR), Weapons maul (Sl 2D4/1D10 kdD12, +1 vs plate or mail), AL CE, XP 975 ea, Source: Monstrous Manual)

Slave Ogre (AC 2, MV 9, HD 4+1, hp 25 ea, THAC0 17, #ATT 1, D by weapon (+6 due to STR), Weapons two handed sword (Sl 1D10/3D6 kdD12, +2 vs mail or plate), Armour chainmail and large shield, SA +2 to hit due to STR, 2H sword wielded in one hand, AL CE, XP 270 ea, Source: Monstrous Manual)

Ooze (varies) - Refer to the table below to determine the type of ooze encountered.

01-12 = Mustard Jelly
13-23 = Stun Jelly
24-44 = Ochre Jelly
45-56 = Gray Ooze
57-76 = Gelatinous Cube
77-88 = Green Slime
89-95 = Slithering Tracker
96-00 = Olive Slime

Mustard Jelly (1) - Mustard jelly will be encountered as a solitary wanderer, always on the floor as they cannot climb walls or ceilings. They are intelligent and seek to destroy and feed upon animal life.

Mustard Jelly (AC 4, MV 9, HD 7+14, hp 59 ea, THAC0 13, #ATT 1 or 2, D 5-20, SA translucent (difficult to see until it attacks), vapor (10' radius, those within must save vs poison or become lethargic and move at half speed for 2 rounds, effect is cumulative), divide (may divide into 2 smaller faster halves which move at 18 but each has 1/2 the hp), dissolve wood, SD impervious to normal weapons [+1 or better needed to hit] and electricity, magic missile causes it to grow (gains hp equal to damage caused), cold causes half damage, other attacks have normal effects, MR 10%, AL N, XP 4000 ea, Source: Monstrous Manual)

Stun-Jelly (1) - The stun jelly is a lone scavenger, usually found on the tunnel walls, and will reach out a pseudopod at anyone walking nearby.

Stun Jelly (AC 8, MV 4, HD 4, hp 25 ea, THAC0 17, #ATT 1, D 2-8, SA camouflage (resembles stone and is translucent), paralyzation (save vs paralyzation or be paralyzed for 5-20 rounds), SD immune to electricity, mind affecting spells, paralyzation, and polymorph, affected by cold attacks, AL N, XP 420 ea, Source: Monstrous Manual)

Ochre Jelly (1-3) - These amoebae travel the walls and ceilings, often glistening around stalactites, sweeping the area clean of carrion and debris.

Ochre Jelly (AC 8, MV 3, HD 6, hp 30 ea, THAC0 15, #ATT 1, D 3-12, SD lightning bolt divides into one or more smaller jellies, each doing 1/2 damage, affected by fire and cold, AL N, XP 270 ea, Source: Monstrous Manual)

Gray Ooze (1-3) - These scavengers strike like a snake and cannot climb walls or hang from ceilings, so they tend to curl up in niches at ground level and strike out.

Gray Ooze (AC 8, MV 1, HD 3+3, hp 19 ea, THAC0 17, #ATT 1, D 2-16, SA corrode metal (chainmail in 1 round, platemail in 2 rounds, magical armour in 1 round per plus), SD immune to spells, fire, or cold, weapons striking the ooze corrode a percentage of the time equal to the damage caused -1% per plus of the weapon, AL N, XP 270, Source: Monstrous Manual)

Allow a 5% chance that a gray ooze with more than 20 hit points is a psionically endowed ooze with the following powers:

Level = 1
Dis/Sci./Dev = 2/1/1
Attack/Defense = PcS/M-
Power Score = 13
PSP = D100+20

Telepathy: contact, mind blank, psychic crush
Metapsionics: psionic sense (60' range, no cost)

Gelatinous Cube (1) - These wander the halls sweeping up organic matter in their never-ending search for more food.

Gelatinous Cube (AC 8, MV 6, HD 4, hp 22 ea, #ATT 1, D 2-8, SA paralyzation (save vs paralyzation or be paralyzed for 5-30 rounds), transparent (opponents get -3 to surprise rolls), SD immune to electricity, fear, hold, paralyzation, polymorph, and sleep, cold attacks only affect if the save is failed and then only do 1-4 damage and slows the cube 50%, AL N, XP 650 ea, Source: Monstrous Manual)

Green Slime (1-6) - Green slime typically grows from stalactites or other low overhanging structures and drop on vibrations below them.

Green Slime (AC 9, MV 0, HD 2, hp 9 ea, THAC0 19, #ATT 0, D nil, SA slime (turns victim into green slime 1-4 rounds after the round of attachment, eats through wood (1 inch per hour), eats through metal (plate in 3 rounds), SD may be frozen, burned, or killed with a Cure Disease, immune to all other spells and weapons, AL N, XP 65 ea, Source: Monstrous Manual)

Slithering Tracker (1) - These deadly and patient hunters will often pick a single target and track it for hours waiting for the time to strike, usually when the victim is asleep or resting.

Slithering Tracker (AC 5, MV 12, HD 5, hp 23 ea, THAC0 15, #ATT 0, D nil, SA paralyzation (save vs paralyzation or become immobile [including unable to speak or grunt] for 12 hours), drain (drain the fluids from a man-sized creature in 1 hour), SD transparent (5% chance of noticing a tracker), silent movement, AL N, XP 975 ea, Source: Monstrous Manual)

Olive Slime (1-4) - Olive slime will drop from columns and stalactites and from the ceiling of passageways to attach to the back of victims, seeking to convert them into olive slime creatures. Allow a 15% chance per patch that each has 1-4 olive slime creatures linked to it. These will seek to attack the party members not affected by the slime as well as seek to protect the slime itself.

Any slime creatures encountered will be of a size (with possible species) as follows:

01-15 Tiny (Snyad, Jermlaine, Mite, Bat, Centipede)
16-50 Small (Bat, Centipede, Rothe, Duergar)
51-80 Man-sized (Drow, Troglodyte, Gargoyle, Orc)
81-90 Large (Troll, Bugbear, Subterranean Lizard)
91-97 Huge (Giant Slug)
98-00 Gargantuan (Giant Slug, Purple Worm)

Olive Slime (AC 9, MV 0, HD 2+2, hp 13 ea, THAC0 19, #ATT 0, D nil, SA drop on victim (ignores armour and negates DEX unless target is aware of its presence, contact causes a numbing poison requiring a save vs poison to notice, otherwise the slime attaches to the victim, usually at its spine, others in the area have only a 50% chance of noticing the slime attachment, in 2-8 hours the host becomes concerned with how to feed and protect its attachment and will flee friends that threaten the slime, the victim's food intake must double or the victim wastes away [10% of hit points per day rounded up and no natural healing], after D6+6 days the host changes into a slime creature), SD harmed only by acid, freezing cold, fire or Cure Disease or spells that affect plants, AL N, XP 420 ea, Source: Monstrous Manual)

Olive Slime Creature (AC 9, MV 6, HD see below, hp see below, THAC0 see below, #ATT 1, D see below, SA slime (10% chance per hit of infecting the victim with slime [as olive slime], SD harmed by acid, cold, fire, magic missiles, and plant affecting spells, immune to weapons, lightning, or mind affecting spells, green slime does 2-8 damage per round to it, AL N, XP see below, Source: Monstrous Manual)

Tiny = HD 1+2, hp 8 ea, THAC0 17, D 1-3, XP 420 ea
Small = HD 3+2, hp 18 ea, THAC0 17, D 1-4, XP 420 ea
Man-sized = HD 5+2, hp 28 ea, THAC0 15, D 2-8, XP 975 ea
Large = HD 8+2, hp 43 ea, THAC0 15, D 3-12, XP 975 ea
Huge = HD 12+2, hp 63 ea, THAC0 13, D 4-16, XP 2500 ea
Gargantuan = HD 16, hp 81 ea, THAC0 13, D 4-24, XP 2500 ea

Orc (3-30) - These are generally soldiers of the Deceiver and will only be found within the DROW EMPIRE. Assume 75% of such encounters are with Deceiver soldiery and the rest are with Orcish slaves of the drow. In the DUERGAR EMPIRE, treat this encounter as a Duergar result.

Orc (AC 6, MV 9, HD 1, hp 5 ea, THAC0 19, #ATT 1, D by weapon Weapons battle axe (Av 1D8/1D8 kdD10), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 reduce AC of armoured opponent by 2 at medium range and 5 at short range), Armour studded leather and shield, SD -1 to attack rolls in direct sunlight, AL LE, XP 15 ea, Source: Monstrous Manual)

Assume a 25% chance that Orcish crossbow bolts are dipped in poison (usually save at +2 or suffer 15 damage, save for no damage).

For every 3 orcs there will be an additional leader and three assistants, who will have 8 hit points and AC 5.

Otyugh (1, 10% chance of 2) - Determine the exact type of gulguthra below.

01-67 = Otyugh
68-00 = Neo-Otyugh

Both types are found predominantly in caves full of refuse and offal, often used and dumps by other sentient beings or middens for nearby settlements. Nonetheless, these creatures also wander from place to place scavenging for food. Oytugh can be bargained with or bribed, but neo-otyugh are usually aggressive.

Neo-otyugh (AC 0, MV 6, HD 12, hp 59 ea, THAC0 9, #ATT 3, D 2-12/2-12/1-3, SA grapple (for 2-4 damage and grappling effects with one or both tentacles, bite gains +2 to hit vs grappled foes, use grappled victim as a shield improving AC by 1 [and causing damage to the shield if the attack roll misses by 1] or may actively attempt to have attackers hit the shield by foregoing the 2-4 damage and attacking the grappled victim's AC, STR 18 victims may break free by struggling for 1 round, all others below 18 STR must make an open door roll), disease (bite is 90% likely to inflict a debilitating [80%] or fatal [20%] disease, SD immune to disease, never surprised, AL N, XP 5000 ea, Source: Monstrous Manual)

Otyugh (AC 3, MV 6, HD 7, hp 36 ea, THAC0 13, #ATT 3, D 1-8/1-8/2-5, SA grapple (for 2-4 damage and grappling effects with one or both tentacles, bite gains +2 to hit vs grappled foes, use grappled victim as a shield improving AC by 1 [and causing damage to the shield if the attack roll misses by 1], STR 18 victims may break free by struggling for 1 round, all others below 18 STR must make an open door roll), disease (bite is 90% likely to inflict a debilitating [80%] or fatal [20%] disease, SD immune to disease, never surprised, AL N, XP 975 ea, Source: Monstrous Manual)

Pech (5-20) - These good-natured creatures mine the area, looking for gems and minerals to feed their kin, usually well hidden behind walls of stones deep within the walls of the Underdark. Those encountered wandering are male mining parties. These are wary creatures, but they can be parleyed with and even befriended by good-natured persons who approach them carefully. The pech will not actively aid the party against any foes, though they might help them if they happen upon the party under attack or being chased.

The pech can, however, be a good source of material components, as they will have access to many gems and will trade these in exchange for food (which they can consume), wine, clothing, and any other "exotic" items that they cannot obtain from their labours.

Pech (AC 3, MV 9, HD 4, hp 21 ea, THAC0 17, #ATT 1, D by weapon +3, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs plate), SA Stone Shape 4/day, Stone Tell 4/day, Wall of Stone (by four pech working together at 16th level 1/day), Stone to Flesh (by eight pech working together 1/day), full damage vs lithic monsters, SD immune to petrifaction, MR 25%, AL NG, XP 1400 ea, Source: Monstrous Manual)

Each pech will have D10 gems of random value, all uncut.

Pedipalp (varies) - These creatures are aggressive hunters, the large being scavengers while the huge and giant ones are menaces in their own rights.

Determine the type encountered on the table below.

01-60 = Large Pedipalp
61-85 = Huge Pedipalp
86-00 = Giant Pedipalp

Pedipalp, Large (1-4) - These scavengers, which range in size from 1' to 4' long, feed on vermin and the like and are dangerous only inasmuch as the part might surprise or disturb them.

Large Pedipalp (AC 7, MV 12, HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1-8, SD immune to poisons, acids, and noxious vapours, AL N, XP 35 ea, Source: Drow of the Underdark)

Pedipalp, Huge (1-4) - These creatures are more dangerous than their smaller cousins and also possess pincers. They will seek man-sized prey aggressively.

Huge Pedipalp (AC 4, MV 12, HD 2+2, hp 14 ea, THAC0 19, #ATT 3, D 1-6/1-6/1-8, SA grip (if a pincer hits, the Pedipalp may grab the victim with both pincers, doing 2-12 per round and, if choosing to bite him, gaining a +6 to hit; may be broken with a bend bars roll), SD immune to poisons, acids, and noxious vapours, AL N, XP 175 ea, Source: Drow of the Underdark)

Pedipalp, Giant (1-2) - These horrors are extremely aggressive and unafraid of most anything.

Giant Pedipalp (AC 2, MV 6, HD 4+4, hp 28 ea, THAC0 15, #ATT 3, D 1-8/1-8/2-8, SA grip (if a pincer hits, may use both to grip victim, causing 2-16 damage per round and allowing an automatic bite; requires a bend bars roll to break, or if attacked it will break the grip on a 1 in 12 [2 in 12 if the attack hits], noxious gas (3/day may spray in a 20' radius requiring a save vs poison or suffer muscle spasms for a -3 to hit), SD sever pincer (pincer may be severed by targeting AC 0 and doing 20 damage, these hp are separate from the normal hp), AL N, XP 650 ea, Source: Drow of the Underdark)

Piercer (3-18) - These dangerous gastropods will almost certainly drop down on the party. In any group the size of the piercers will be evenly divided amongst the categories, starting with the smallest for remainders.

1HD Piercer (AC 3, MV 1, HD 1, hp 6 ea, THAC0 19, #ATT 1, D 1-6, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 35 ea, Source: Monstrous Manual)

2HD Piercer (AC 3, MV 1, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 2-12, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 65 ea, Source: Monstrous Manual)

3HD Piercer (AC 3, MV 1, HD 3, hp 18 ea, THAC0 17, #ATT 1, D 3-18, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 120 ea, Source: Monstrous Manual)

4HD Piercer (AC 3, MV 1, HD 4, hp 24 ea, THAC0 17, #ATT 1, D 4-24, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 420 ea, Source: Monstrous Manual)

Planar Being (varies) - These represent a variety of extra-planar beings that can be occasionally found in these tunnels. Most are either opportunistic hunters or, more likely, summoned for a specific mission. Both the drow and duergar employ yugoloths, baatezu, and tanar'ri.

Because of the variety of creatures under this heading, no individual statistics are given, just the type and number encountered.

First, determine the general type by rolling on the table below.

Roll 

Drow Empire 

Duergar Empire 

01-40 
Tanar'ri  Baatezu 

41-50
Baatezu  Tanar'ri 

51-70 
Yugoloth  Elemental 

71-85 
Slaad  Yugoloth 

86-90 
Other  Other 

91-00 
Elemental  Slaad 

Once the type is determined, roll on the appropriate table.

Baatezu:

01-13 = Black Abishai (2-20)
14-26 = Green Abishai (2-8)
27-39 = Red Abishai (1)
40-52 = Barbazu (1-20)
53 = Cornugon (1-4)
54-57 = Erinyes (1)
58-59 = Gelugon (1-3)
60-63 = Hamatula (1-6)
64-76 = Lemure (10-100)
77-82 = Nupperibo (1-100)
83-86 = Osyluth (2-8)
87 = Pit Fiend (1)
88-00 = Spinagon (1-3)

Tanar'ri:

01-06 = Babau (1-2)
07 = Balor (1)
08-22 = Chasme (1)
23-42 = Dretch (4-40)
43-46 = Glabezru (1-3)
47-66 = Hezrou (1-6)
67-86 = Mane (5-50)
87 = Marilith (1-2)
88 = Nabassu (1)
89 = Nalfeshnee (1)
90 = Rutterkin (1-8)
91 = Succubus (1)
92-96 = Vrock (2-8)
97-99 = Bulezau (3-12)
00 = Yochlol (1-4) [treat as succubus in DUERGAR EMPIRE

Yugoloth:

01-08 = Canoloth (1-3)
09-10 = Arcanaloth (1-3)
11-18 = Dergholoth (1-4)
19-48 = Hydroloth (1-6)
49-78 = Mezzoloth (2-5)
79-80 = Nycaloth (1)
81-90 = Piscoloth (2-8)
91-92 = Ultraloth (1)
93-00 = Yagnoloth (1)

Slaad:

01-45 = Red Slaad (3-18)
46-70 = Blue Slaad (2-12)
71-82 = Green Slaad (1-6)
83-92 = Gray Slaad (1-4)
93-00 = Death Slaad (1-2)

Elemental:

01-40 = 8HD Earth Elemental (1)
41-60 = 12HD Earth Elemental (1)
61-70 = 16HD Earth Elemental (1)
71-75 = Earth Grue (2-5)
76-80 = Earth Mephit (1-10) or Mineral Mephit (1-20)
81-85 = Ooze Mephit (1-10) or Magma Mephit (1)
86-00 = Salamander (2-5)

Other:

01-35 = Bebelith (1-4) - Treat as Maelephant in DUERGAR EMPIRE
36-40 = Bodak (1)
41-60 = Maelephant (2-8) - Treat as Bebelith in DROW EMPIRE
61-80 = Darkweaver (1)
81-90 = Vaath (2-8)
91-00 = Other (DM's Choice, could be a celestial or good aligned planar being)

Plant, Dangerous, Yellow Musk Creeper (1) - Yellow Musk Creepers are found singularly, though they will have from 0-X yellow musk zombie guards, with X being half the number of flowers on a specimen, rounding down. The zombies will generally remain hidden out of sight until the creeper has a chance to attack, then they will seek to attack anyone not entranced.

Yellow Musk Creeper (AC 7, MV 0, HD 3, hp 18 ea, THAC0 17, #ATT 2-12, D nil, SA pollen (10' range from each flower, victims must save vs spell or be entranced and walk towards the plant, resisting any who try to prevent them, when the victim reaches the creeper a green bud extends roots into the head and reach the brain in 2 rounds whereby the victim loses 1-4 INT each round thereafter, a victim reduced to 0 INT dies, while one reduced to 1 or 2 INT becomes a yellow musk zombie), SD only the central root can be attacked to kill the plant, immune to charm, hold, illusion, sleep, and other mind-affecting attacks, XL N, XP 650 ea, Source: Monstrous Manual)

Creepers have 2-12 flowers and 1-4 buds per plant.

Yellow Musk Zombie (AC see below, MV 6, HD 2, hp see below, THAC0 19, #ATT 1, D by weapon type, SD immune to charm, hold, illusion, sleep, and other mind-affecting attacks, XL N, XP 120 ea, Source: Monstrous Manual)

If a yellow musk zombie is indicated, roll on the table below:

01-25 = Troglodyte AC 5, hp 11, stone axe
26-60 = Bugbear AC 5, hp 17, footman's mace
61-85 = Orc AC 6, hp 6, battle axe
86-90 = Drow Elf AC 4 or better [drow chain +x and buckler +x], hp 2-6 times D10, drow shortsword +x, x=one-third of D10
91-95 = Duergar AC 4, hp 2-6 times D10+2, warhammer
96-00 = Varkha AC 6, hp 5, stone spear

Plant, Intelligent, Shambling Mound (1-3) - These dangerous life forms haunt the damp portions of the fungal forests, consuming anything they can wrap their tendrils around.

Shambling Mound (AC 0, MV 6, HD 11, hp 66 ea, THAC0 9, #ATT 2, D 2-16/2-16, SA surprise (if terrain suitable, opponents suffer a -3 to surprise rolls), suffocation (victim hit by both arms in the same round is entangled and suffocate in 10-40 rounds unless the creature is killed or victim makes a bend bars roll), SD immune to blunt weapons, half damage from type P or S weapons, immune to fire, half or no damage from cold, growth from lightning (+1' height and HD for each such attack), regenerate (rest in damp plant matter to heal fully in 12 hours), AL N, XP 9000 ea, Source: Monstrous Manual)

Pudding, Subterranean (varies) - Determine the type of pudding on the table below.

01-32 = Black Pudding
33-48 = Stone Pudding
49-80 = Gray Pudding
81-00 = Dense Pudding

Black Pudding (1 or 5% 1-4) - Black puddings are loners and will often be found lurking high on the ceilings where they can detect the presence of the party 90' below. They will then drop on the party as they pass beneath.

Black Pudding (AC 6, MV 6, HD 10, hp 52 ea, THAC0 11, #ATT 1, D 3-24, SA dissolve (2 inches of wood per round, chain in 1 round, plate in 2 rounds, add 1 round for each magical plus), SD immune to acid, cold, and poison, lightning and blows divide them into smaller puddings, fire and magic missiles cause normal damage, AL N, XP 2000 ea, Source: Monstrous Manual)

Stone Pudding (1 or 5% 1-3) - Like their black cousins, these puddings like to crawl along ceilings and drop on their prey.

Stone Pudding (AC 4, MV 3, HD 5, hp 31, THAC0 15, #ATT 1, D 3-18, SA moves on ceilings, dissolve (when victim is killed, it envelopes and consumes him absorbing the flesh in 1-10 rounds), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, MR 30%, AL NE, XP 1400 ea, Source: Monstrous Compendium 2)

Gray Pudding (1) - These fast moving masses rely on their colouration to blend in and surprise prey.

Gray Pudding (AC 9, MV 9, HD 10, hp 62, THAC0 11, #ATT 1, D 4-32, SA surprise (-4 to opponents' rolls), acid (eat through wood, leather, and chain in 1 round, Platemail in 2 rounds, +1 per magical plus), encase (4-32 damage per round automatically), dissolve (at -10 hp a victim is dissolved), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, Flesh to Stone acts as a Slow spell, airy water drowns it in 2-8 rounds, MR 20%, AL NE, XP 3000 ea, Source: Monstrous Compendium 2)

Dense Pudding (1 or 5% 1-4) - Because of its blue colour, these puddings usually hide amongst stalactites on the ceiling and then drop on prey.

Dense Pudding (AC 6, MV 6, HD 10, hp 80, THAC0 11, #ATT 1, D 2-20, SA surprise (opponents get a -2 to their surprise rolls), disease (save vs poison if hit or succumb to a debilitating disease which is negatable by a Cure Disease cast within 48 hours of the infection), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, MR 20%, AL NE, XP 4000 ea, Source: Monstrous Compendium 2)

Quaggoth (2-24) - These ferocious allies of the drow are kept partly as fighting beasts and partly as slaves by the drow. A good number of them also live independently they serve as vassals of the drow. Therefore, groups of quaggoth encountered here might either be slaves on a hunting or patrol mission or an independent group coming to treat or trade with the drow. Assume a 50% chance of either. Treat any result of Quaggoth in the DUERGAR EMPIRE as a Duergar result.

Quaggoth (AC 6, MV 12, HD 2+2, hp 13 ea, THAC0 19, #ATT 2 or 1, D 1-4/1-4 or by weapon, Weapons 2H sword (Sl 1D10/3D6 kdD12 +2 vs mail or plate), SA berserk rage (25% or less hp gives it +2 to hit and damage until all enemies are out of sight), SD immune to poison, AL N, XP 175 ea, Source: Monstrous Manual)

For every 12 quaggoth there will be a jald leading them.

Jald (AC 5, MV 12, HD 3+3, hp 21 ea, THAC0 17, #ATT 2 or 1 D 2-5/2-5 or by weapon (+1 due to STR), Weapons 2H sword (Sl 1D10/3D6 kdD12 +2 vs mail or plate), SA berserk rage (25% or less hp gives it +2 to hit and damage until all enemies are out of sight), SD immune to poison, AL N, XP 270 ea, Source: Monstrous Manual)

Also, if the group is independent of the drow, allow a 20% chance of a Thonot being present.

Thonot (AC 6, MV 12, HD 2+2, hp 16 ea, THAC0 19, #ATT 2 or 1, D 1-4/1-4 or by weapon, Weapons 2H sword (Sl 1D10/3D6 kdD12 +2 vs mail or plate), SA berserk rage (25% or less hp gives it +2 to hit and damage until all enemies are out of sight), psionics (see below), SD immune to poison, psionics (see below), AL N, XP 1400 ea, Source: Monstrous Manual)

Psionics:

Level: 3
Dis/Sci/Dev: 2/2/6
Att/Def: MT/MB
Score: 15
PSP: 50

Psychokinesis - Sciences: telekinesis, Devotions: control flames, molecular agitation
Psychometabolism - Sciences: shadow-form, mindlink, Devotions: cell adjustment, expansion, reduction
Telepathy - Devotions: contact, mental barrier, mind thrust

Rat (varies) - Encounters will be with giant rats (01-66) or osquip (67-00).

Giant Rat (5-50) - These hunt in packs, but are also at the bottom of the food chain. They will aggressively raid campsites and attack en masse even well armed parties.

Giant Rat (AC 7, MV 12 sw 6), HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D 1-3, SA disease (5% chance pe rbite of contracting a debilitating disease unless a save vs poison is made), attack in water at no penalty, SD fearful of fire, AL N(E), XP 15 ea, Source: Monstrous Manual)

Osquip (2-24) - These voracious vermin roam the passageways searching for prey and often emerge from ambush by darting out of hastily burrowed warrens.

Osquip (AC 7, MV 2 br1/2, HD 3+1, hp 18 ea, THAC0 16, #ATT 1, D 2-12, SA surprise (-5 to opponent surprise rolls when emerging from a warren tunnel), SD poor swimmers (50% drown, 50% paddle at a movement rate of 1), AL N, XP 120 ea, Source: Monstrous Manual)

Roper (1-3) - Allow a 15% chance that the encounter is instead with Storopers.

These horrid beings will appear as boulders, stalagmites, or even flattened boulders. They will shoot out their strands when anyone approaches within 40' or so. Ropers are sometimes found in good hunting spots in clusters, but they do not cooperate in any way, and individual ropers are likely to be separate by 100'-200' from others of their ilk.

Roper (AC 0, MV 3, HD 10-12, hp 52, 57, or 62 ea, THAC0 11 [10HD or 9 11-12HD], #ATT 1, D 5-20, SA strands (range of 50', 6 strands can be deployed 1 per round, drag victims D4+1+10' towards the maw up to 750 pounds, strand can be broken by an open doors roll or cut with AC 0 for 6 points of edged damage from a single hit), weakness (each time a strands hits the victim must save vs poison or lose half STR rounded down, this loss occurring 1-3 rounds after hit and lasts for 2-8 rounds, effects are cumulative), surprise (opponents suffer a -2 to their surprise rolls), SD immune to lightning, half damage from cold, -4 save vs fire, MR 80%, AL CE, XP 10000-12000 ea, Source: Monstrous Manual)

Storopers resemble statues of ropers. Their tentacles are always 20' extended but can shoot the full 50' and can attack with all tentacles at the same time.

Storoper (AC 0, MV 3, HD 6, hp 27 ea, THAC0 15, #ATT 1, D 5-20, SA strands (range of 50', 6 strands can be deployed, drag victims D4+1+10' towards the maw up to 750 pounds, strand can be broken by an open doors roll or cut with AC 0 for 6 points of edged damage from a single hit), weakness (each time a strands hits the victim must save vs poison or lose half STR rounded down, this loss occurring 1-3 rounds after hit and lasts for 2-8 rounds, effects are cumulative), surprise (opponents suffer a -2 to their surprise rolls), venom (2/day the storoper can inject a special venom through its tentacles that force a save vs poison or the victim is paralyzed for 1 round and then fights to aid the storoper for 10 turns), SD immune to lightning, immune to normal missiles, half damage from cold, -4 save vs fire, MR 80%, AL CE, XP 10000-12000 ea, Source: Monstrous Manual)

Ropers and stroropers have gullets with 3D6pp and have a 35% chance of containing 5-20 gems of random value (roll on the Gem Table in the DM Guide page 181).

Rothe, Deep (2-20) - These underground herd beasts form an important part of the eco-system here and will be encountered in herds along with D10-1 young. They can usually be spotted by way of their Dancing Lights ability, which flicker eerily through the Underdark.

Deep Rothe (AC 7, MV 9, HD 2, hp 10 ea, THAC0 19, #ATT 3+special, D 1-3/1-3/1-8, SA charge (straight and level or descending path for 60', counts as an extra attack at THAC0 13 doing 2-8 damage per HD of the rothe, rothe also gets its 3 normal attacks at +1 to hit), trample (prone opponents take 2-8 damage and may save vs paralyzation for half damage, SD dancing lights (2/day at 140 yard range), delay the effects of charm, sleep, and hold spells for D4+1 rounds, AL N, XP 65 ea, Source: Drow of the Underdark)

Young Rothe (AC 7, MV 10, HD 1, hp 5 ea, THAC0 19, #ATT 3, D 1 / 1 / 1-4, SD delay the effects of charm, sleep, and hold spells for D4+1 rounds, AL N, XP 65 ea, Source: Drow of the Underdark)

Rust Monster (1-2) - These menaces can smell ferrous metals from a distance and will come a-callin', much to the party's chagrin. While they can be driven off with determined resistance, this will be very difficult as long as a lot of metal lies before them. Smart party members can throw iron spikes or other items to distract the rust monsters and then run away.

Allow a 5% chance that if 2 rust monsters are encountered they have a kit with them. This will be a half strength rust monster with a full strength appetite.

Rust Monster (AC 2, MV 18, HD 5, hp 26 ea, THAC0 15, #ATT 2, D nil, SA rust (magic items have a 10% chance per plus of avoiding the effect [or 20% if a non-plus item]), AL N, XP 270 ea, Source: Monstrous Manual)

Rust Monster Kit (AC 2, MV 9, HD 2+2, hp 13 ea, THAC0 17, #ATT 2, D nil, SA rust (magic items have a 10% chance per plus of avoiding the effect [or 20% if a non-plus item]), AL N, XP 120 ea, Source: Monstrous Manual)

Scamille (1-4) - These strange amoeba like beings are not inherently aggressive, though after a constant assault from slimes and other weird creatures, the party may not wait to find this out. If attacked the scamille will defend themselves violently and with extreme prejudice, seeking to kill all within the group that assaulted one of them. Otherwise, the scamille will simply follow the party for a time observing them before leaving.

It is 50% likely that the party will come upon resting scamille. In this case they will appear as stone chairs, doors, a chest, a table, or whatever. It could look as if some creature has its lair here. If sat upon or otherwise used as their form indicates, the scamille will not take offense and may even allow themselves to be sat on or used. Obviously, scamille doors lead nowhere. If peaceful contact is attained (the scamille can form mouths that speak Common), the scamille may deign to give the party some information or directions. This will usually be given in exchange for party rations, which are a unique taste treat for them.

Scamille (AC 5, MV 3, HD 10, hp 50 ea, THAC) 11, #ATT 6, D 3-18, SA surprise (-1 to opponent surprise rolls if in object form), stickiness (one pseudopod may be sticky and will stick a victim successfully attacked, stuck victims can only attack with a weapon if it was in hand and attacks at -4 to hit, a held victim is automatically hit by the remaining 5 pseudopods, to pull free the victim must make a bend bars as a full round action, or the scamille can unstuck or oil of slipperiness or the death of the scamille can release the victim), dissolve (once its victim is dead, the scamille can consume the body and all possessions in 1-4 rounds, SD Light spells cause the scamille to be unable to form pseudopods for one round and causes an object formed scamille to assume its amoeba form, AL N, XP 3000 ea, Source: Mystara Monstrous Compendium)

Scorpion (varies) - Refer to the table below.

01-20 = Large Scorpion
21-80 = Huge Scorpion
81-00 = Giant Scorpion

Scorpion, Large (1-6) - These scavengers, though not particularly large, are still quite dangerous and they are extremely aggressive. Allow a 15% chance that the scorpion den is nearby, usually a niche or crack or small side cave. The lair has a 20% chance of containing 5-20 scorpion eggs. In addition, such a lair is likely to have bones of victims, crushed and thrashed clothing and armour, and perhaps a few oddments of coinage (D10 each of cp, sp, gp, and pp).

Large Scorpion (AC 5, MV 9, HD 2+2, hp 16 ea, THAC0 19, #ATT 3, D 1-4/1-4/1, SA sting (type A poison, save at +2 or take 15 damage in 10-30 minutes, save means no damage), AL N, XP 175 ea, Source: Monstrous Manual)

Scorpion, Huge (1-4) - These creatures will attack aggressively, for food and for territory. Allow a 15% chance that the scorpion den is nearby, usually a niche or crack or small side cave. The lair has a 20% chance of containing 5-20 scorpion eggs. In addition, such a lair is likely to have bones of victims, crushed and thrashed clothing and armour, and perhaps a few oddments of coinage (D100 each of cp, sp, gp, and pp).

Huge Scorpion (AC 4, MV 12, HD 4+4, hp 27 ea, THAC0 15, #ATT 3, D 1-8/1-8/1-3, SA sting (type F save or die immediately), pin (a pincer that hits can squeeze causing pincer damage each round thereafter, victim may fight back and attempt to break out once per combat on a bend bars roll, sting attack always hits a pinned victim), AL N, XP 420 ea, Source: Monstrous Manual)

Scorpion, Giant (1-4) - These large menaces are truly deadly, and most of the denizens of the underdark give these guys a very wide berth. The PCs however, may not be so lucky. Allow a 15% chance that the scorpion den is nearby, usually a niche or crack or small side cave. The lair has a 20% chance of containing 5-20 scorpion eggs. In addition, such a lair is likely to have bones of victims, crushed and thrashed clothing and armour, and perhaps a few oddments of coinage (D100 each of cp, sp, gp, and pp).

Giant Scorpion (AC 3, MV 15, HD 5+5, hp 36 ea, THAC0 15, #ATT 1-10/1-10/1-4, SA sting (type F, save or die), pin (if a pincer hits is will squeeze for pincer damage every round, victim can either fight back or try to escape in a given round, escape can be tried once per combat and requires a bend bars roll, victims being pinned can be stung automatically), frenzy (if reduced to 1 or 2 hp, the scorpion will sting twice per round and will forego its pincers), AL N, XP 650 ea, Source: Monstrous Manual)

Shadow (2-20) - Thriving in the dank, shadowy curves of the tunnels and passages of the Underdark, these malign creatures prey on the unwary and enjoy stalking their victims and trapping them in dead end corridors. They have little fear of bright lights amongst the drow or duergar.

Shadow (AC 7, MV 12, HD 3+3, hp 21 ea, THAC0 17, #ATT 1, D 2-5, SA strength drain (each hit drains 1 STR point for 2-8 turns, humans or humanoids brought to 0 hp or 0 STR become shadows, non-humans simply collapse), SD +1 weapons to hit, undead immunities, AL CE, XP 420 ea, Source: Monstrous Manual)

Slug, Giant (1) - These tremendous giants are always encountered solitarily and wander seeking food. It will tend to attack any party members seeking to use them to sate its voracious appetite.

Giant Slug (AC 8, MV 6, HD 12, hp 65 ea, THAC0 9, #ATT 1, D 1-12, SA acid (spits every round for 4-32 damage and items must save or be destroyed, first shot hits 10%, thereafter hits 90% at 10 yards with a -10% per 10 yards thereafter, a miss hits 10' from the target, burrow (with tongue through 1 foot of earth or 6 inches of wood per round), SD immune to blunt weapons or impact damage, AL N, XP 5000 ea, Source: Monstrous Manual)

Snake, Serpent Vine (1) - Serpent vines will be encountered singly. These hybrids between plant and animals will use their coloration ability to blend in with a low hanging stalactite or other stone formation. The vine will use its powers to lure the party into its range. Often this will be a Suggestion that a particular mushroom nearby is one the character has heard has beneficial magical properties. Other times, a Spectral Force of a magical pool or treasure chest might be created.

Once the party is attacked, it will use its Charm Person and Hold Person abilities to neutralize any friends of those being constricted. If sorely pressed, it will flee, changing colour to escape.

Snake, Serpent Vine (AC 4, MV 15, HD 10, hp 58 ea, THAC0 11, #ATT 1, D 1-12, SA constrict (for 4D4 damage, automatically successful against a suggested or duped opponent), spells (Spectral Force 3/day, Charm Person, Hold Person, Suggestion and Mass Suggestion [up to 5 creatures] 1/day), SD camouflage, AL N(E), XP 2000 ea, Source: Monstrous Compendium 2)

Solifugid (varies) - Determine the type of Solifugid encountered on the table below.

01-25 = Giant Solifugid
26-50 = Huge Solifugid
51-00 = Large Solifugid

Solifugid, Giant (1-4) - These voracious hunters know no fear and rely on their tenacity to overcome most foes.

Giant Solifugid (AC 4, MV 12, HD 6+6, hp 46 ea, THAC0 15, #ATT 2 or 1, D 4-16, SA grip (attack also with 2 clamping forelegs which do no damage but grip and hold any creature until 1-2 rounds after death of the Solifugid or if 50 hp is done to a foreleg [these hp are separate from the total hit points], even charm will not cause it to release its grip), gripped bite (gripped creatures are attacked b the bite at +3 to hit), SD immune to poison, AL N, XP 650 ea, Source: Drow of the Underdark)

Solifugid, Huge (1-6) - These voracious hunters know no fear and rely on their tenacity to overcome most foes.

Huge Solifugid (AC 5, MV 11, HD 5+5, hp 42 ea, THAC0 15, #ATT 2 or 1, D 3-12, SA grip (attack also with 2 clamping forelegs which do no damage but grip and hold any creature until 1-2 rounds after death of the Solifugid or if 50 hp is done to a foreleg [these hp are separate from the total hit points], even charm will not cause it to release its grip), gripped bite (gripped creatures are attacked b the bite at +3 to hit), SD immune to poison, AL N, XP 420 ea, Source: Drow of the Underdark)

Solifugid, Large (1-6) - These voracious hunters know no fear and rely on their tenacity to overcome most foes.

Large Solifugid (AC 6, MV 9, HD 3+3, hp 21 ea, THAC0 17, #ATT 2 or 1, D 2-8, SA grip (attack also with 2 clamping forelegs which do no damage but grip and hold any creature until 1-2 rounds after death of the Solifugid or if 50 hp is done to a foreleg [these hp are separate from the total hit points], even charm will not cause it to release its grip), gripped bite (gripped creatures are attacked b the bite at +3 to hit), SD immune to poison, AL N, XP 175 ea, Source: Drow of the Underdark)

Spider (varies) - Determine the type of spider below. In the DUERGAR EMPIRE, there is a 50% chance that encounters are with 1-8 steeder spiders, otherwise, use the table below.

01-25 = Hairy Spider
26-50 = Large Spider
51-75 = Huge Spider
76-84 = Giant Spider (15% chance Flying Spider)
85-88 = Phase Spider
89-90 = Sword Spider
91-92 = Gargantuan Spider
93-00 = Hook Spider

Hairy Spider (1-20) - These aggressive small spiders love to swarm over victims and get into their armour.

Hairy Spider (AC 8, MV 12 wb9, HD 1-1, hp 3 ea, THAC0 20, #ATT 1, D 1, SA poison (save vs poison at +2 or AC and to hit rolls are reduced by 1 and DEX is at -3 for DEX checks, onset time of 1 round and effect lasts 2-5 rounds), attach (+5 to hit once attached to a victim), SD 40% of these can detect invisibility on a 4 in 6 check once per round, AL NE, XP 65 ea, Source: Monstrous Manual)

Large Spider (2-20) - These unintelligent arachnids are aggressive hunters, often sporting black widow markings.

Large Spider (AC 8, MV 6 wb15, HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1, SA poison (type A, save at +2 or suffer 15 damage [none if save is made], onset time 15 minutes), webs (break free in rounds equal to 19-STR, entangled victims are +4 to be hit and lose all DEX benefits), AL N, XP 175 ea, Source: Monstrous Manual)

Huge Spider (1-12) - These hairy spiders do not spin webs but catch prey by surprise.

Huge Spider (AC 6, MV 18, HD 2+2, hp 15 ea, THAC0 19, #ATT 1, D 1-6, SA poison (type A, onset 15 minutes, save at +1 or take 15 damage [none if save is made]), surprise (when hidden surprise opponents with -6 to die roll), leap (up to 30'), AL N, XP 270 ea, Source: Monstrous Manual)

Giant Spider (1-8) - Intelligent and malevolent, these beasts enjoy playing with and tormenting prey in their webs.

Giant Spider (AC 4, MV 6 wb12, HD 3+3 or 4+4, hp 20 ea or 30 ea, THAC0 17 or 15, #ATT 1, D 1-8, SA poison (type F, save or die immediately), webs (break free in rounds equal to 19-STR, entangled victims are +4 to be hit and lose all DEX benefits), AL CE, XP 420 ea or 650 ea, Source: Monstrous Manual)

Flying Spider (AC 4, MV 8 fl10[D], HD 3+3, hp 23 ea, THAC0 17, #ATT 1, D 1-3, SA poison (type A, save at +2 or take 15 damage at a rate of 1 damage per minute, onset in 10-30 minutes, no damage if save is made), leap (70' horizontally and fall any distance without harm), SD never sleep (immune to sleep spells), never surprised, True Seeing (as spell), AL LN, XP 650 ea, Source: Drow of the Underdark)

Phase Spider (1-4) - These strange and deadly beings usually serve the drow but can occasionally be found in the service of the duergar. They are concerned primarily with feeding.

Phase Spider (AC 7, MV 6 wb15, HD 5+5, hp 36 ea, THAC0 15, #ATT 1, D 1-6, SA poison (type F, save at -2 or die immediately), phase (-3 to initiative rolls, if spider wins by more than 4, attacks and phases out before opponent can strike back, always attack from behind [+4 to hit], -1 to initiative and always attackable on the ethereal plane), webs (break free in rounds equal to 19-STR, entangled victims are +4 to be hit and lose all DEX benefits), AL N, XP 1400 ea, Source: Monstrous Manual)

Sword Spider (1) - These deadly spiders will tend to find a ledge or high niche from which to pounce on victims, thereby gaining their leap damage.

Sword Spider (AC 3, MV 6 wb8 [also MV 8 in trees], HD 5+5, hp 42 ea, THAC0 15, #ATT 9, D 2-8 [bite]/2-12 (x8) [legs], SA leap impalement (30' horizontally, one attack roll but victim suffers full damage from 3 legs if size S, 4 if M, 5 if L, 6 if H, and 8 if G, if spider descends more than 20' in a leap +1 damage is added to each leg, any attack thrust up at a leaping spider is at -4 to hit due to the hard legs), AL CE, XP 2000 ea, Source: Drow of the Underdark)

Gargantuan Spider (1-6) - Quite deadly, these monstrousities often hunt in packs, herding their prey into webbing.

Gargantuan Spider (AC 4, MV 9 wb12, HD 8+8, hp 59 ea, THAC0 11, #ATT 1, D 2-12, SA silent (-5 to opponent surprise rolls), web (shoot strands 20' to bind a foe, attacks AC 10 and substitute's for melee attack, victim caught is treated as if in a Web spell), poison (save vs poison at -2 or fall into a coma for 2D4 turns), SD flatten (becomes 80% undetectable), webs (form traps and shapes), AL CE, XP 3000 ea, Source: Monstrous Manual)

Hook Spider (2-8) - These servants of Lolth enjoy duergar meat greatly and are often found hunting in the Duergar Empire using their psionics against the gray dwarves, who often employ psionicists of their own to fight these beasts.

Hook Spider (AC 5, MV 9 wb9 jp6, HD 4+4, hp 36 ea, THAC0 17, #ATT 3, D 1-4/1-4/1-6+poison, SA leap (60' giving -2 to opponent surprise rolls if from concealment), hook (size M or smaller hit with both claws is held pinned and helpless and a bite attack always succeeds, held victim can escape with an open doors check), poison (save or suffer 25 damage, otherwise suffer 2-8 damage, onset time is 2 rounds), psionics 9see below), SD psionic powers (see below), AL LE, XP 975 ea, Source; Planescape Compendium 2)

Psionics:

Level: 3
Dis/Sci/Dev: 2/2/9
Attack/Defense: none/MB, M-
Score: 12
PSP: 45

Psychometabolic - Sciences: shadow form, Devotions: body control, body equilibrium, chameleon power, reduction

Telepathy - Sciences: mindlink, Devotions: contact, attraction, invisibility, mental barrier, mind blank

Spider-kin, Rhagodessa (1-6) - It is said that these large ferocious beasts were bred by a drow wizardess of some power who sought to rebel against Lolth and have an army of spider-like beings which would not be subject to priestly arachnid controls. The wizardess was eventually assassinated and the priesthood made a concerted effort to wipe out the spider-kin, but enough survived to haunt the Underdark to this day.

The rhagodessa are unyielding and unthinking hunters that will try to attack anything that is not many times bigger than they. However, as hunger is a primary motivator for these creatures, they will flee from determined resistance, as annihilation is not worth the prospect of a good meal.

Rhagodessa (AC 5, MV 15, HD 4+2, hp 22 ea, THAC0 17, #ATT 1, D 2-8, SA grapple (front legs strike first in combat, no damage but suckers hold with STR 20, grabbed prey are bitten automatically every round thereafter, can lift 700 lbs with suckers), SD climb (sheer surfaces with no burden if not slippery, rough or cracked surfaces with burden), AL N, XP 270 ea, Source: Mystara Monstrous Compendium)

Spitting Crawler (1) - These small lizards are often used as familiars by drow wizards, but also run wild throughout the Underdark. Other than to sleeping bats and centipedes, the crawlers are only dangerous if threatened.

Spitting crawler (AC 6, MV 16, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 1-2, SA spit acid (3/day spit up to 20' with +5 to attack roll, acid does 2-8 damage and causes itching which gives victim a -1 on attack rolls, 1 pt Ac penalty, and cannot rest or study for 3-36 turns, if diluted with water or wine within 4 rounds of striking the effects last 2-18 turns), destroy metal (acid also destroys metal, and this spreads to adjacent metal items unless the affected metal obect is removed and a DEX check succeeds, this effect is halted by water or wine), SD immune to stunning, charm, speel, and hold, immune to spider and insect venoms, immune to attacks of all oozes, slimes, jellies and mold spores, leap 11-14' up, spring horizontally 18', no damage from falls of 30' or less, suffers 1D4 per 10' of a fall beyond 30', climb and cling to walls and ceilings, MR 30%, Al LN, XP 175 ea, Source: Drow of the Underdark)

Stirge (3-30) - These voracious bloodsuckers will swam and attack warm-blooded creatures they encounter.

Stirge (AC 8, MV 3 fl18[C], HD 1+1, hp 7 ea, THAC0 17, #ATT 1, D 1-3, SA blood drain (drain 1-4 points each round after bite hits until 12 points are drained), attack as 4HD creatures, SD if an attack vs an attached stirge misses, a roll must be made against the victim's AC to see if the attack hits them instead, AL N, XP 175 ea, Source: Monstrous Manual)

Spyder-fiend (varies) - These tanar'ri are favoured servants of Lolth and are used as shock troops and watchdogs by the priesthood of Lolth. When encountered on their own, it is likely that they are on a mission for the temple of Lolth, whether it be to assassinate a rival, slay a racial foe, gather components or sacrifices, or whatever. The higher up fiends are free-willed and intelligent enough to have their own agendas and might even be working at odds with the priesthood. Assume any encounter in the DUERGAR EMPIRE is onoy 5% likely to involve spyder-fiends, otherwise treat as a result of Duergar.

To determine the composition of a group of spyder-fiends, roll on the chart below. Should a type be indicated, roll then to see if lesser types accompany it. There is a 25% chance that lesser types (if any are lesser) accompany it. Should this be the case, roll on the chart until a lesser type is indicated but add the number in parentheses to the companion roll. Then check again for more lesser types at 25% and if indicated, roll again for a different lesser type with the same initial modifier.

Roll 

Initial Type 

Subsequent Modifier 

01-37
Kakkuu 

(n/a) 

38-65  
Spithriku 

(+0) 

66-85 
Phisarazu 

(+10) 

86-95  
Lycosidilith 

(+15) 

96-00  
Raklupis 

(+25) 

All Spyder-fiends have the following Powers:

Darkness 15' radius
Infravision
Teleport without error 1/day
Poison bite (onset time of 1-4 rounds, save or fall into a semi-conscious stupor, CON check every 2-8 hours to shave off venom effects, if save succeeds, victim is -2 to DEX for 2-8 rounds, additional bites extend duration only)
Spyder silk:
· can be used to suspend and drop from the air on a guideline
· can throw out silk 30 yards to bridge gaps
· non-sticky but invisible unless touched [those suspecting silk may roll to detect invisibility as spell]
· spyder fiend suffers no damage if a surface is within 30 yards to attach silk to
· if victim immobilized by spyder venom the victim may be bound by the silk [victims have 1 chance to bend bars at -10% per extra round the spyder spent binding but not reduced to less than half the bend bars chance]
· may fire silk in any direction and may attack physically while using silk but may not use spell-like abilities

All spyder-fiends have the following Defenses:

Acid - full damage
Cold - half damage (quarter if save is made)
Electricity - no damage
Magical Fire - half (quarter if save is made)
Normal Fire - no damage
Gas - half damage (quarter if save is made)
Cold Iron - full damage
Magic Missile - full damage
Poison - no damage
Silver Weapon - full damage (lycosidiliths and raklupises suffer half damage from silver)

Kakkuu (2-20) - These unintelligent and bestial hunters will attack anything that is not huge in size. They delight in bloodshed and are always hungry.

Kakkuu (AC 2, MV 18 wb15 cl9, HD 4, hp 24 ea, THAC0 17, #ATT 1, D 2-8, SA spyder-fiend powers (see above, at 4th level, infravision at 60'), camouflage (80% concealed if still), adhesive glob from silk (sticks creatures hit by the pendulum like glob, those in the path of a swing [a line 5-25' long] must save vs breath of become stuck [only the first person stuck in the path is affected], victim is then reeled in at MV 15 up to 500lbs, strand is AC 0, 5 hp with an edged weapon or burned in 1 round, strand can hold 1000lbs but Kakkuu can only reel in 500lbs, glob cannot be fired like a missile it must be dropped and swung), SD spyder-fiend defenses (see above), +1 or better weapon to hit, MR 15%, AL CE, XP 5000 ea, Source: Monstrous Compendium 4)

Spithriku (2-12) - These creatures possess cunning and reasonable intelligence, though they are merely more intelligent versions of the bloodthirsty Kakkuu and have lost none of the savagery of their lesser kin. They can communicate by telepathy and often taunt their victims as they herd them like wolves into dead end passageways.

Spithriku (AC 0, MV 18 wb15 cl9, HD 7+1, hp 41 ea, THAC0 13, #ATT 1, D 2-12, SA spyder-fiend powers (see above, at 7th level, infravision at 90'), telekinesis (3/day at 7th level), fear (at will via touch as per spell at 7th level), silk powers (as a kakknuu plus may spray webbing [1/3 rounds Entangling in a come 10' wide at base, 20' wide at end, and 30' long, effect as priest spell but remains 1 week or until burned which causes 1-8 damage to those caught in the webbing], may also throw web ball [30 yards, transmits fear attack to target hit]), SD cannot be trapped in any webbing, sense invisible within 30' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, camouflage (80% concealed if still), SD spyder-fiend defenses (see above), +2 or better weapon to hit, MR 35%, AL CE, XP 12000 ea, Source: Monstrous Compendium 4)

Phisarazu (2-8) - The least of the truly intelligent spyder-fiends, these creatures are capable of disobeying orders and of acting for their own betterment. They are intelligent and treacherous and this makes for a dangerous foe.

Phisarazu (AC -3, MV 18 wb15 cl9, HD 9+1, hp 50 ea, THAC0 11, #ATT 3, D 1-12/1-3/1-3 or 2-12/by weapon/by weapon, Weapons scimitar (Av 1D8 / 1D8 kdD8), morningstar (Av 2D4/1D6+1 kdD10 +1 to hit vs plate), 2 hand crossbows (Av 1/r 4/8/12 1D3/1D2 kdD4), SA spyder-fiend powers (see above, at 9th level, infravision at 90'), venom (onset time is 1-3 rounds, check CON every 2-12 hours, save suffers -3 to DEX for 2-12 rounds), fear (as spell at will by touch at 9th level), invisibility (at will at 9th level), alter self (at will at 9th level, arachnid type forms only such as driders or spiders or crabs [crabs swim at 9 and breathe underwater]), telekinesis (3/day at 9th level), forget (3/day at 9th level), mirror image (3/day at 9th level), silk powers (as a spithriku plus entangle may be used every 2 rounds, and may fire iridescent silk [1/2 rounds, 30 yard range, acts as Glitterdust spell at 9th level;), SD spyder-fiend defenses (see above), cannot be trapped in webbing, detect invisible within 40' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, +2 or better weapon to hit, MR 50%, AL CE, XP 18000 ea, Source: Monstrous Compendium 4)

Lycosidilith (1-4) - The sub masters of the spyder-fiend breed, these creatures are exceptionally intelligent and fearsome opponents. They brook no insult from mere mortals and even drow priestesses deal with them as peers.

Lycosidilith (AC -4, MV 18 wb15 cl9, HD 10+6, hp 68 ea, THAC0 9, #ATT 3, D 2-16/1-4/1-4 or 2-16/by weapon (+6 due to STR)/by weapon (+6 due to STR), Weapons scimitar (Av 1D8/1D8 kdD8), morningstar (Av 2D4/1D6+1 kdD10 +1 to hit vs plate), shortbow (modified to allow STR bonus Av 2/r 10/20/30 1D6/1D6 kdD6), SA spyder-fiend powers (see above, at 10th level, infravision at 90'), venom (as phisarazu venom plus destroys tissue with victim developing a festering sore in 2-8 hours even if save is made, lose 1 hp with 1 hp more per day, multiple bites cause multiple sores, Neutralize Poison ends the effect but does not heal the damage), fear (as spell at will by touch at 10th level), invisibility (at will at 10th level), alter self (at will at 10th level, arachnid type forms only such as driders or spiders or crabs [crabs swim at 9 and breathe underwater]), telekinesis (at will at 10th level), forget (3/day at 10th level), mirror image (3/day at 10th level), polymorph self (3/day at 10th level), silk powers (as a phisarazu plus entangle cone is 50' long, and Glitterdust web is 40 yard range, plus may spray a web [as Web spell with 50 yard range and only a 50% to burn each round that fire is applied no matter what form of silk or web is used]) SD spyder-fiend defenses (see above), cannot be trapped in webbing, detect invisible within 50' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, +3 or better weapon to hit, MR 60%, AL CE, XP 22000 ea, Source: Monstrous Compendium 4)

Raklupis (1) - The undisputed leaders of their kind and on peer only with the Handmaidens of Lolth and the high priestesses, these creatures command whole armies of Spyder-fiends and lead them into battle against the foes of the priesthood.

Raklupis (AC -6, MV 18 wb15 cl9, HD 12+8, hp 81 ea, THAC0 7, #ATT 3, D 2-20/1-6/1-6 or 2-12/by weapon (+8 due to STR)/by weapon (+8 due to STR), Weapons scimitar (Av 1D8/1D8 kdD8), morningstar (Av 2D4/1D6+1 kdD10 +1 to hit vs plate), shortbow (modified to allow STR bonus Av 2/r 10/20/30 1D6/1D6 kdD6), SA spyder-fiend powers (see above, at 12th level, infravision at 120'), venom (as lycosidilith venom but DEX loss on save is 2-16 rounds and corrosive effect of bite causes 1 damage per hour in the stupor and sores cause 1 hp per hour and no magical healing while sores are in effect), fear (as spell at will by touch at 12th level), invisibility (at will at 12th level), alter self (at will at 12th level, arachnid type forms only such as driders or spiders or crabs [crabs swim at 9 and breathe underwater]), telekinesis (at will at 12th level), forget (3/day at 12th level), mirror image (3/day at 12th level), shape change (3/day at 12th level, if humanoid form it has a CHA of 20 towards humanoids unaware of its true nature), silk powers (as a lycosidilith plus may use one web effect each round and Glitterdust web range is 60 yards and webs are only 25% likely to burn each round), venom globes (create 3 waterproof globes of silk per day, usually filled with venom, when thrown they burst in 15' r with a poison mist, all within must save vs poison or become blind and mute for 3-12 turns and suffer 3D6 damage, if save succeeds victims still suffer short sightedness and slurred speech for 1-4 rounds [-2 to hit with missiles, 20% chance of spell failure if verbal component] and take 2D6 damage, range of globes is 10 yards, save as pottery, become brittle and burst after 1D6+18 hours), song (3/day may chant a song of haunting beauty that acts as a Mass Charm affecting 24HD within 30'), SD spyder-fiend defenses (see above), cannot be trapped in webbing, detect invisible within 60' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, +3 or better weapon to hit, MR 70%, AL CE, XP 25000 ea, Source: Monstrous Compendium 4)

Suwyze (1) - These strange beings are usually found in the company of another creature in its lair. Assume, if in side passages, that this will occur 75% of the time and roll another encounter to determine what lairs with the Suwyze in the area. Otherwise, the Suwyze will be moving from one locale to another seeking another companion.

A suwyze that dwells with another creature will function as an alarm for that creature(s) and will use its ablities to aid its companion. On the other hand, a roving Suwyze will simply wish to avoid all contact with wanderers, including adventurers.

Suwyze (AC 4, MV 12 cl12, HD 4+4, hp 28 ea, THAC0 15, #ATT 8, D 1-6, SA spells 3/day (Clairaudience, Clairvoyance, Detect Good, Detect Evil, Detect Magic, Invisibility, Shout, Wizard Eye), tendrils (10' long reach), SD +2 save vs illusions, double vision (victims must save vs spell or suffer a -3 to attack rolls and -1 to damage against the suwyze), never surprised, AL N, XP 975 ea, Source: Monstrous Compendium 1)

Tick, Heart (1-4) - These smaller but just as deadly cousins to the giant tick await their prey hidden in cracks and crannies or behind rock formations, waiting for the sound of a heartbeat unmuffled by metal armour. They will not attack someone in mostly metal armour, which makes the drow and duergar quite unafraid of these pests.

Heart Tick (AC 5, MV 6 leap 21, HD 1, hp 4 ea, THAC0 20, #ATT 4 or 1, D 1-2 x4 or 1 per round, SA surprise (-3 to opponent surprise rolls when leaping from hiding), leap (when leaping from hiding the tick gets a +2 to hit, +4 if the ictim is surprised), legs (if a tick misses with all four legs on a leap it takes 2 rounds to position itself to attack again, if a leg hits it will attach and remain so as the remaining legs try to attack), feeding (when all 4 legs have attached, th etick drains 1 pt of damage per round until it has drained hp euqla to its hp at which point it yanks its legs out doing 1-2 damage per leg), stuck (removing a tick requires a bend bars roll with a -1% for each leg attached, each leg pulle dout inflicts 1-2 damage, even when slain the legs require a STR check to pull out and still cause 1-2 damage each), egg laying (anyone who dies from the tick's feeding will have eggs laid in the body which will hatch 2-8 new ticks in 1 week), SD attached (when attached, area effect spells cause damage to the tick and the host, other attacks cause half damage to both parties, called shots might be possible under some circumstances), AL N, XP 65 ea, Source: Monstrous Compendium 1)

Toad (varies) - Refer to the table below.

01-65 = Giant Toad
66-80 = Fire Toad
81-00 = Poisonous Toad

Giant Toad (1-12) - These creatures hover between hunters and vermin and are quite successful at being both. They are certainly a danger.

Giant Toad (AC 6, MV 6 hop6, HD 2+4, hp 16 ea, THAC0 17, #ATT 1, D 2-8, SA leap (jump their move distance horizontally and 1/3rd that high, opponents suffer a -3 to surprise), AL N, XP 120 ea, Source: Monstrous Manual)

Fire Toad (1-6) - These strange creatures are non-aggressive unless startled or attacked, but they despise water of all sorts.

Fire Toad (AC 10, MV 6 hop 6, HD 4+1, hp 21, 16, 26, 25, 22, 30, THAC0 17, #ATT 1, D special, SA exhale fireballs (30' range, 5' blast, 2-16 damage, half if save vs. spell), SD -1 damage per die vs. fire-based attacks, +1 damage per die from cold or water-based attacks, throwing liquid causes retreat after breathing two fireballs at thrower, AL CN, XP 270 ea, Source: Monstrous Manual)

Poisonous Toad (1-8) - These are indistinguishable from normal giant toads, but they are far more deadly.

Poisonous Toad (AC 7, MV 6 hop6, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 2-5, SA leap (jump their move distance horizontally and 1/3rd that high, opponents suffer a -3 to surprise), poison (bite causes a save vs poison at +2 or fall comatose and die within 24 hours), AL N, XP 175 ea, Source: Monstrous Manual)

Troglodyte (3-30) - Most of these loathsome creatures serve as slave guards for the various drow factions in the DROW EMPIRE. A few independent tribes nearby are strong enough to resist complete enslavement by the drow, and these sometimes come to the vault to trade or conduct negotiations. They are fond of attacking from surprise using their chameleon powers. Assume a group encountered in the DROW EMPIRE is slave (01-85) or free (86-00). In the DUERGAR EMPIRE, all troglodytes encountered will be free. Free troglodytes will not have weapons beyond javelins. Slaves will have weapons.

Troglodyte (AC 5, MV 12, HD 2, hp 10 ea, THAC0 19, #ATT 3 or 1, D 1-2/1-2/2-5 or by weapon, Weapons javelin (Fa 1/r 4/8/12 2D4/2D4 kdD6), stone battle axe (Av 1D8/1D8 kdD10), SA +3 to hit with javelins, chameleon powers (-4 to opponent surprise rolls), stench (those in melee must save vs poison or lose 1D6 STR for 10 rounds), AL CE, XP 120 ea, Source: Monstrous Manual)

If the troglodytes are free, then for every 10 there will also be a leader.

Leader (AC 5, MV 12, HD 3, hp 16 ea, THAC0 17, #ATT 3 or 1, D 1-2/1-2/2-5 or by weapon, Weapons javelin (Fa 1/r 4/8/12 2D4/2D4 kdD6), stone battle axe (Av 1D8/1D8 kdD10), SA +3 to hit with javelins, chameleon powers (-4 to opponent surprise rolls), stench (those in melee must save vs poison or lose 1D6 STR for 10 rounds), AL CE, XP 175 ea, Source: Monstrous Manual)

If the troglodytes are free and 20 or more are encountered, they will be led by 2 subchieftains.

Subchieftains (AC 5, MV 12, HD 4, hp 21 ea, THAC0 17, #ATT 3 or 1, D 1-2/1-2/2-5 or by weapon, Weapons javelin (Fa 1/r 4/8/12 2D4/2D4 kdD6), stone battle axe (Av 1D8/1D8 kdD10), SA +3 to hit with javelins, chameleon powers (-4 to opponent surprise rolls), stench (those in melee must save vs poison or lose 1D6 STR for 10 rounds), AL CE, XP 270 ea, Source: Monstrous Manual)

Troll (varies) - Roll on the table below.

01-60 = Troll
61-72 = Two-headed Troll
73-00 = Giant Troll

All trolls encountered will generally be aggressive and hungry. In the DROW EMPIRE, some trolls are slaves, branded with their maistress' mark, but there is no statistic difference between slave and free trolls.

Troll (1-12) - These are normal, aggressive trolls that will attack most parties they outnumber.

Troll (AC 4, MV 12, HD 6+6, hp 36 ea, THAC0 13, #ATT 3, D 5-8/5-8/5-12, SA climb walls 80%, severed limbs can fight, throw stones (20 yards, D8 damage), SD regenerate 3hp per round after 3 rounds, limb severed on an opponent roll of 20, AL CE, XP 1400 ea, Source: Monstrous Manual)

Two-headed Troll (1-3) - These beings will often (50%) be leading a full group of normal trolls. They are intelligent for their kind and will more likely evaluate their chances against foes before attacking.

Two-Headed Troll (AC 4, MV 12, HD 10, hp 58 ea, THAC0 11, #ATT 4, D 5-8/5-8/1-12/1-12, SA throw stones (20 yards, D8 damage), SD regenerate 1 hp per round, cannot reattach limbs, surprised only on a 1, AL CE, XP 3000 ea, Source: Monstrous Manual)

Giant Troll (1-12) - These brutes rely on their numbers and girth to overwhelm foes and will attack any prey that isn't obviously too powerful for them.

Giant Troll (AC 4, MV 12, HD 8, hp 43 ea, THAC0 13, #ATT 1, D by weapon (+7 due to strength), SA grab and hurl opponents, hurl rocks 3-200 yards away for 2-16 damage, SD catch boulders 25%, regenerate 2 hp per round, cannot be brought below 1 hp unless 10hp of fire damage taken, cannot reattach severed limbs, AL CE, XP 1400 ea, Source: Monstrous Manual)

Umber Hulk (1-4) - These horrible creatures will be encountered in groups of 1-4. If a single is encountered it is a lone male. If more than 1 is encountered, it is a female and her young (all with normal hit dice and abilities). The hulks often like to burrow near to the wall and peek out of a crack, awaiting passersby. They then burst from the wall to attack, hopefully catching victims with their gaze. If pressed, they will burrow to escape, often causing a cave-in behind them to thwart pursuers (25% chance of this per round).

Umber Hulks (AC 2, MV 6 br1-6, HD 8+8, hp 47 ea, THAC0 11, #ATT 3, D 3-12/3-12/1-10, SA confusion (anyone looking into the hulk's eyes must save vs spells or be confused as the spell), surprise (when bursting from a rock wall opponents get a -5 to surprise rolls), AL CE, XP 4000 ea, Source: Monstrous Manual)

Undead (varies) - Determine the type of undead on the table below.

Roll 

Undead 

01-20 
Ghoul 

21-35 
Skeleton 

36-45 
Skeleton, Monster 

46-50 
Spectre 

51-55 
Vampire 

56-65 
Wight 

66-70 
Wraith 

71-90 
Zombie 

91-00 
Zombie, Monster 

Ghoul (2-24) - Allow a 10% chance that any pack of ghouls includes 1-4 ghasts. These undead are revered by the duergar and often controlled by the drow. They hunger for the flesh of the living.

Ghoul (AC 6, MV 9, HD 2, hp 12 ea, THAC0 19, #ATT 3, D 1-3/1-3/1-6, SA paralyzation (save or be paralyzed for 3-8 rounds except for elves, SD kept at bay by Protection from Evil, undead immunities, AL CE, XP 175 ea, Source: Monstrous Manual)

Ghast (AC 4, MV 15, HD 4, hp 32 ea, THAC0 17, #ATT 3, D 1-4/1-4/1-8, SA stench (10' r save vs poison or attack at -2 to hit), paralyzation (effects elves, 5-10 rounds unless save), SD undead immunities, cold iron inflicts double damage, Protection from Evil requires cold iron to keep at bay, AL CE, XP 650 ea, Source: Monstrous Manual)

Skeleton (3-20) - These mindless creatures are generally set loose to attack enemies of whomever created them, Since duergar and drow animate undead regularly, they might be on either side but will almost certainly attack the party.

Skeleton (AC 7, MV 12, HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-6, Weapon shortsword (Fa 1D6/1D6 kdD6), SD undead immunities, half damage from edged weapons, AL N, XP 65 ea, Source: Monstrous Manual)

Skeleton, Monster (1-6) - These operate exactly the same as normal skeletons. They are usually fashioned from the bones of ogres, bugbears, or similar large creatures.

Monster Skeleton (AC 6, MV 12, HD 6, hp 35 ea, THAC0 15, #ATT 1, D 1-10, SD undead immunities, half damage from edged weapons, AL N, XP 650 ea, Source: Monstrous Manual)

Spectre (1-6) - These horrendous spirits are almost always drow elves who have lingered due to a malign soul and an abiding anger at both life and death.

Spectre (AC 2, MV 15 fl30[B], HD 7+3, hp 59 ea, THAC0 13, #Att 1, D 1-8, SA energy drain (lose 2 points from each characteristic), SD +1 weapons to hit, undead immunities, AL LE, XP 3000 ea, Source: Monstrous Manual)

Vampire (1-2) - These dread beings haunt the tunnels seeking prey amongst their own kind or others. They are ruled by their hunger. Vampires in the Underdark are usually drow elves who hungered for undeath. Assume 75% of vampires will be drow.

Vampire (AC 1, MV 12 fl18[C], HD 8+3, hp 49 ea, THAC0 11, #ATT 1, D 5-10 or by weapon (+4 due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), SA energy drain (2 points from each characteristic per touch), +2 to hit due to STR, gaze (charm person, save at -2), SD +1 weapon to hit, regenerate 3hp/round, gaseous form when reduced to zero hp but must reach its coffin in 12 turns of be destroyed, undead immunities, half damage from cold or electricity, gaseous form at will, shape change into large bat, summon 10-100 rats or bats in 2-12 rounds, Spider Climb at will, repelled by garlic, recoil from mirrors or lawful good holy symbols, burned by lawful good holy symbols for 2-7 damage, destroyed by direct sunlight, loses 1/3rd of hp when immersed in running water and destroyed if brought to zero hp, killed by driving a wooden stake through the heart [but will rise if the stake is removed unless the head is chopped off and the mouth stuffed with holy wafers], cannot first enter a home without being invited, AL CE, XP 8000 ea, Source: Monstrous Manual)

Wight (2-16) - Wights are sometimes undead drow and other times undead slaves of particularly strong will and nasty disposition. Both empires deploy them.

Wight (AC 5, MV 12, HD 4+3, hp 27 ea, THAC0 15, #ATT 1, D 1-4, SA energy drain (1 point from all characteristics), SD +1 or better weapons or silver weapons to hit, undead immunities, AL LE, XP 1400 ea, Source: Monstrous Manual)

Wraith (2-12) - Wraiths are the spirits of drow which have been entrapped by vile sorcery or a simple hatred of life. They wander both empires seeking to slay and drain the living.

Wraith (AC 4, MV 12 fl24[B], HD 5+3, hp 31 ea, THAC0 15, #ATT 1, D 1-6, SA energy drain (1 point from all characteristics), SD +1 or better weapons or silver weapons to hit, undead immunities, cannot attack in sunlight, AL LE, XP 2000 ea, Source: Monstrous Manual)

Zombie (3-24) - These mindless creatures are generally set loose to attack enemies of whomever created them, Since duergar and drow animate undead regularly, they might be on either side but will almost certainly attack the party.

Zombie (AC 8, MV 6l HD 2, hp 10 ea, THAC0 19, #ATT 1, D 1-8, SD undead immunities, attack last in the round, AL N, XP 65 ea, Source: Monstrous Manual)

Zombie, Monster (1-6) - Created by wicked drow, duergar priests, or zombie lords, these are often giant spiders (01-50) but can also be trolls, ogres, or other creatures (51-00). These mindless creatures will follow their instructions unceasingly.

Monster Zombie (AC 6, MV 9, HD 6, hp 37 ea, ATHC0 15, #ATT 1, D 4-16, SD undead immunities, attack last in the round, AL N, XP 650 ea, Source: Monstrous Manual)

Varkha (5-50) - Varkha encountered out of their lair will likely be hunting or scouting. They will almost certainly not attack the party, trying to instead remain unseen, unless a lone party member also looks extremely vulnerable. Varkha will be encountered in groups of 5-50. For every 10 varkha encountered, allow them to be accompanied by a sllith (hunt leader). If more than 30 are encountered the entire group will be commanded by a gsssrat (hunt master).

Varkha (AC 6, MV 12 sw9, HD 1, hp 6 ea, THAC0 19, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 35 ea, Source: Monstrous Compendium 4)

Sllith (AC 6, MV 12 sw9, HD 2, hp 12 ea, THAC0 19, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 65 ea, Source: Monstrous Compendium 4)

Gsssrat (AC 6, MV 12 sw9, HD 3, hp 18 ea, THAC0 17, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 120 ea, Source: Monstrous Compendium 4)

Wall-Walker (1-2) - These creatures will be found in hunting expeditions, seeking prey to feed on for themselves and their young, which will be secreted in a nearby lair dug into the rock usually high up near the ceiling of a cavern or the passageway itself.

Wall-Walker (AC 3, MV 9 cl12, HD 6, hp 43 ea, THAC0 15, #ATT 3 or 1, D 2-12/2-12/2-8 or special, SA paralyzation (sting causes no damage but victim must save vs poison or be paralyzed for 1-6 rounds, if the sting misses the victim can strike the rear with +2 to hit), psionics (see below), surprise (-2 to opponent surprise rolls if attacked from walls or ceiling), SD psionics (see below), immune to fire, AL LE, XP 1500 ea, Source: Monstrous Compendium 2)

Psionics: Level 2 Psionicist

Power Score = 11

PSP = 80

Clairsentience Devotions = Feel Light, Feel Sound

Psychometabolism Sciences = Shadow-form

Psychometabolism Devotions = Catfall, Chameleon Power

Telepathy Devotions = Contact, Mind Blank

Living Web (1-8) - These strange creatures roam the Underdark seeking prey to devour and electrical energy to absorb.Roll 2d6 and consult the table below to determine the size of each web:

2 = 1/2 HD
3 = 1/2 HD
4 = 1 HD
5 = 1 HD
6 = 2 HD
7 = 3 HD
8 = 4 HD
9 = 5 HD
10 = 5 HD
11 = 6 HD
12 = 6 HD

Living Web (AC 9, MV 6, HD 1/2 to 6, hp 5 per HD ea, THAC0 19 to 15, #ATT 1. D 1-4 or 1-6 or 2-8 damage (electric shock), SA miniature lightning bolt (2/turn per fragment, 20 yards range, 3-12 damage, 1/turn if web has less than 9 hp), SD absorb electricity (+1 HD per 8 hp absorbed, maximum of 6 HD), unaffected by fire, water, heat, and cold, edged weapons do full damage but divide into two smaller wisps with half of remaining hit points, blunt weapons do half damage, unaffected by Repulsion, Fear, etc., AL N, XP 650 to 2000 ea, Source: Monstrous Compendium 3)

Whipsting (1-6) - These strange looking creatures will leap at the party, seeking to envenom and devour them. They will not attack larger than man-sized creatures usually. Allow a 10% chance that the whipstings are actually stingwings, which are the same but have fragile wings which let them glide down from ledges. These wings are destroyed by area of effect fire spells but regenerate in D3 days.

Whipsting (AC 7, MV 9 fl9[D], HD 1+4, hp 10 ea, THAC0 19, #ATT 3, D 1-2/1 x2, SA leap (30' for +4 to hit with one stinger), sting (each tentacle has a stinger which if it hits forces a save vs poison at -2 or suffer nausea [prey shudders on the next round and this ruins all attacks and spells and causes dropping of all carried objects and victim suffers an AC penalty of 1, on subsequent rounds attack and damage rolls are at -3, then -2, then -1, then normal), AL N, XP 175 ea, Source: Monstrous Compendium 1)

Worm (varies) - Roll on the table below to determine the type of worm encountered.

01-04 = Lukhorn
05-16 = Purple Worm
17-32 = Giant Bloodworm
33-62 = Rot Grub
63-68 = Fyrsnaca
69-90 = Red Worm
91-00 = Slime Worm

Lukhorn (1) - These extremely dangerous predators often set themselves up at a side passage. They will find a point where such a passage intersects with another and will then conform their bodies to the tunnel, with their mouth appearing as an opening into the passageway rimmed by stalactites and stalagmites. The worm will them swallow any who enter its gullet.

Should this ruse not work, the worm will simply lunge out of its place to attack passersby.

Lukhorn Worm (AC 3 [5 interior], MV 9 br9, HD 10, hp 54 ea, THAC0 11, #ATT 1, D special, SA camouflage (when mimicking a passageway, underdark natives spot on a WIS check, surface dwellers get no chance without magical aid), swallow (on a hit on any creature size L or smaller, the victim is swallowed, suffering 4D6 damage per round and dissolving wood and cloth in 2 rounds and metal in 4 rounds, with magic items saving vs acid; victims may cut out vs AC 5 by inflicting 40 damage to an area, but blunt weapons do no damage and others are -2 damage), sonic screech (all within 60' must save vs petrifactions or writhe in agony on the ground for D6 rounds, the screech is very loud and may attract other denizens), AL N, XP 3000 ea, Source: Monstrous Compendium 4)

Purple Worm (1) - This big bad boy of the Underdark often arrives alone to eat shriekers and add a bit of meat to its diet as well. The specimens most likely encountered here will be between 25' and 50' in length and about 4'-6' in diameter.

Purple Worm (AC 6, MV 9 br9, HD 15, hp 78 ea, THAC0 5, #ATT 2, D 2-24/2-8, SA swallow (a hit that hits by 4 or more means the victim is swallowed whole [can devour creatures up to 8' tall and 6' wide], swallowed victims die in 6 rounds and are digested in 2 hours, victim may cut his way out against AC 9 but juices weaken the victim for -1 damage cumulative per round), sting (tail requires a save vs poison or be slain instantly), AL N, XP 13000 ea, Source: Monstrous Manual)

Giant Bloodworm (1-4) - These beasts dwell in underground pools, so an encounter is likely to occur (95%) in or near such a body. These will attack if the pool is entered and are 50% likely to be hungry enough to attack if the pool is approached.

Giant Bloodworm (AC 4, MV 6 br1, HD 6, hp 31 ea, THAC0 15, #ATT 1, D 1-8, SA blood drain (drain 1-8 per round until removed [successful open doors roll]), SD vulnerable to fire (save at -2 and take double or normal damage), AL N, XP 420 ea, Source: Monstrous Manual)

Rot Grub (5-20) - These will always be found in dung or, more likely, a rotting corpse.

Rot grub (AC 9, MV 1 br0, HD 1/8, hp 1, THAC0 nil, #ATT 0, D 0, SA burrow (if they touch exposed flesh [chance equal to AC as a % discounting shields] they burrow into the flesh and secrete a mild poison that deadens the nerves, a WIS check each round notices the burrowing, fire kills 2D10 per application but after 1D6 rounds they are only killable by Cure Disease, the host is slain in 1D3 turns), AL N, XP 15 ea, Source: Monstrous Manual)

Fyrsnaca (1-2) - These fire-breathing worms are a peril of the underworld, even though they feed only on rocks and minerals. They are bad tempered and tend to attack those who disturb them aggressively, though they will not go out of their way to ambush others. These creatures may be encountered singly under water, there hibernating for 50 years after reproducing. Such hibernation does not preclude the worm from attacking anything disturbing it, but it will not leave the water in this case.

Fyrsnaca Worm (AC 5, MV 6 br3, HD 10, hp 52 ea, THAC0 11, #ATT 1, D 1-8, SA fiery breath (1/3 rounds in a line 5' wide and 50' long for 2-12 damage or half if a save vs breath is made), AL CN, XP 2000 ea, Source: Mystara Monstrous Manual)

Red Worm (2-12) - These spawn of the Fyrsnaca worms roam far from their hibernating parent. They are voracious carnivores and unlike their parents, feed on meat in this larval form. They will often lie in wait just below the floor of a passageway and then burst up to attack, giving victims a -3 to surprise rolls.

Red Worm (AC 7, MV 9 br3, HD 2+2, hp 11 ea, THAC0 19, #ATT 1, D 1-4, SA venom (save vs poison or suffer double damage from a bite), surprise (-3 to victim surprise rolls), AL CN, XP 650 ea, Source: Mystara Monstrous Compendium)

Slime Worm (1) - These sticky creatures are always covered with various debris stuck to their skin by their slimy coating. As such, the worm when coiled up appears as a pile of rocks, often with bones, a few coins, and even perhaps a metal weapon or two and some gems. It will very likely look like a treasure pile. The worm can hold very very still. Allow only a 15% chance that the pile will look unusual (perhaps a part of it moves), and if not, then give the party a -5 to its surprise roll.

Slime Worm (AC 5, MV 6, HD 10, hp 55 ea, THAC0 11, #ATT 1, D 2-12, SA camouflage, swallow (on a roll of 18+ that hits or a roll of 20 always, swallow up to size L creature which takes 2-12 damage per round; victim may escape if holding a size S type P/S weapon in hand and doing 10 damage vs AC 8 at -4 to hit and +4 to initiative), gullet (may hold 1 size L, 2 size M, 4 size S, or 8 size T), AL N, XP 2000 ea, Source: Mystara Monstrous Compendium)

Allow any slime worm to have D20 of each coin type, D3 cut gems and D6 uncut gems. For each type, if the maximum is rolled, roll again and keep rolling until the maximum roll is not rolled.

Wraith-Spider (3-18) - These dread creatures were created by the drow for their wars against the duergar. Over time and in the confusion of battle, some of these creatures have escaped and have since bred others of their kind. Now packs of these monsters roam the frontiers of the drow lands. In addition, Pbands of them can be found roaming the tunnels of the Duergar Empire searching for duergar to slay.

Wraith-Spider (AC 5, MV 15 wb18, HD 3+2, hp 25 ea, THAC0 17, #ATT 1, D1-4, SA energy drain (bite causes energy drain as wight), poison (bite injects a poison which is active for 2-5 rounds and drains 1 CON per round, save for each round to avoid that round's loss, CON is regained at 1/week with a Heal spell restoring 1-4, victims drained of all CON die and have a 25% chance of becoming a wraith-spider, characters slain by the poison must have a Heal and Resurrection to be returned to life), webs (eerie dim green glowing strands causing 1-4 damage on touch and force a save vs paralyzation or be immobilized in the web for 1-6 rounds, webs are immune to normal weapons, only silver or enchanted can cut them or broken by a bend bars roll), SD immune to sleep, charm, and hold, affected only by silver or +1 or better weapons, affected by holy water (2-8 damage), immune to Raise Dead, turned as shadows, MR 15%, AL LE, XP 1400 ea, Source: Monstrous Compendium 2)

Xorn (varies) - Assume encounters are with xorn (01-60) or xaren (61-00).

Xorn (1-4) - These always (90%) hungry denizens will have one of their number demand payment from the party. Payment will consist of a goodly amount of precious metals, which they can smell from 20' away. Failure to comply will result in attack by all of the xorn. The xorn will use their phase through stone ability to harass the party to no end until they acquiesce.

Xorn (AC -2, MV 9 br9, HD 7+7, hp 42 ea, THAC0 13, #ATT 4, D 1-3x3/6-24, SA surprise (-5 to victim's surprise rolls when emerging from stone), pass through stone, SD immune to fire and cold, half or no damage from electricity, phase door kills one while passing through stone, half damage from type S weapons, Move Earth flings it back 30' and stuns for 1 round, Stone to Flesh or Rock to Mud lowers AC to 8 for 1 round, Passwall inflicts D10+10 damage, AL N, XP 4000 ea, Source: Monstrous Manual)

Xaren (1) - These strange visitors to the material plane crave magical metal, and they will demand such from passersby should they smell any within 40'.

Xaren (AC 1, MV 9 br3, HD 5+5, hp 32 ea, THAC0 15, #ATT 4, D 1-3x3/4-16, SA surprise (-5 to victim's surprise rolls when emerging from stone), pass through stone, bite magic items (if attacked with a magic weapon, may attack it vs AC -2 and if hit, bite the weapon which must save vs crushing blow or be destroyed), SD immune to fire and cold, half or no damage from electricity, phase door kills one while passing through stone, half damage from type S weapons, Move Earth flings it back 30' and stuns for 1 round, Stone to Flesh or Rock to Mud lowers AC to 8 for 1 round, Passwall inflicts D10+10 damage, AL N, XP 3000 ea, Source: Monstrous Manual)

Occurrence - This can be anything the DM desires, from cave-ins to earthquakes to flash floods ot volcanic eruptions. These should be terrain related and not creature related.

Special Encounter - Anything not covered in the tables above. These could involve mind flayers, good aligned creatures, more powerful undead (e.g. a lich).


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