Joined: Sept 2008 Gender: Male Posts: 1,218 Location: Melbourne, Australia Karma: 195
All the OD&D Monsters « Thread Started on Oct 27, 2011, 3:20am »
Monsters & Treasure offers something like 80 monster types to play with, but it doesn't end there, oh no.
A plethora of additional monsters were subsequently published by TSR in many sources. By my counting of various lists, there are at least 339 "offical" TSR monsters for OD&D on the loose. This count includes monsters encountered in Greyhawk and Blackmoor, but not those specific to other campaign settings such as Mysteria, Hyboria, Cthulu, Carcossa, EPT and so on.
An enthusiastic referee might like to test his players with some of the less well known enemy, so I've summarised their key features here so you can give them a try.
I've excluded unique individuals such as Demogorgon, Orcus, Tiamat, Bahamut, Humbabus and all the Gods and Godlike beings given in Gods, Demigods & Heroes. I've also skipped any monsters that may have appeared in City of the Gods (DA3), Duchy of Ten (DA4) and Polyhedron mag, since I don't have them.
Otherwise, the sources used are:
M&M (Men & Magic) M&T (Monsters & Treasure) SR (The Strategic Review) GH (Greyhawk) BM (Blackmoor) EW (Eldritch Wizardry) GD&H (Gods, Demigods & Heroes) TD (The Dragon)
The 270-odd monsters summarised below are too long for a single ProBoards post, so I've had to break them up into three...
Bring 'Em On!!
Number
Hit
% in
Treasure
Monster
Source
Appearing
AC
Movement
Dice
Lair
Type
Alignment
Special Abilities
Adaro
TD#29 p37, 1979
1
14/21
70hp
Travel by rainbow and sunshower. Flying fish missile causes unconsciousness, and ultimately death. Fighter9, wizard10.
Amakua
TD#20 p27, 1978
Spirit guide for journey to the underworld.
Angel of Healing
TD#17 p33, 1978
9
15/24
6
Teleport, continual light, bless, fear, detect evil, tongues, speak with dead. Turn undead. Immune to psionics and finger of death. Cure all. Remove curse, raise dead. Strength, dispel exhaustion. Dispel evil. Regenerating touch. Magic resistance 75%. Flaming sword.
Angel of Wrath
TD#17 p33, 1978
0
12/24
10
Teleport, continual light, bless, fear, detect evil, tongues, speak with dead. Turn undead. Immune to psionics and finger of death. Cure serious, quest, double strength wall of fire, holy word. +5 Holy sword. Magic resistance 65%.
Ankheg
TD#5 p12, 1977
1 to 6
2/4
12#6
3 to 8
25%
B x2
N
Spit acid. Bite for 3-18hp.
Aquatic Elves
BM p20, 1975
10 to 300
5
12//18
1
30%
E
Invisible in weeds and on reefs. Always attack sharks and sahaugin which are in lesser numbers.
Archangel of Mercy
TD#17 p33, 1978
-1
15/30
12
Teleport, continual light, bless, fear, detect evil, tongues, speak with dead. Turn undead. Immune to psionics and finger of death. Cure wounds, disease, curse. Part water, find the path, wall of fire/ice/stone/iron/fog. Blade barrier, mass teleport, wind walk. Immune to timestop. Only hit by +2 or better weapons. 85% magic resistance. Spells. Sword of sharpness.
Basilisks
M&T p10, 1974
1 to 6
4
6
6+1
40%
F
--
Unintelligent. Touch and gaze turns to stone.
Basilisks
EW p28, 1976
Gaze attack extends to ethereal and astral planes.
Beholders
GH p37, 1975
1
0/2/7
3
90%
I, F
N C
Body AC0 40hp. Central eye AC 2 20hp. Eye stalks AC 7 hp 10 each. Central eye + 1d4 stalks attack per round; charm, sleep, telekenesis, flesh to stone, disintegrate, fear, slow, cause serious wounds, death ray, anti-magic.
Black (or Gray) Pudding
M&T p19, 1974
1
6
6
10
Nil
Nil
--
Immune to cold. Lightning or weapons merely divide it. Destroys wood and metal. 3d6 damage to flesh. Clings to ceilings.
Black Snakes
GD&H p43, 1976
4
12
75hp
Spit deadly poison. Highly magic resistant.
Blink Dogs
GH p38, 1975
4 to 16
5
12
4
30%
C
L
Blink teleport. Attack displacer beasts on sight.
Brain Moles
EW p39, 1976
1 to 3
--
1
--
--
--
Causes insanity. Psionic.
Bugbears
GH p34, 1975
5 to 20
5
9
3+1
30%
B
N C
Very quiet; surprise enemy 3 in 6.
Bulette
TD#1 p19, 1976
1 to 2
-2
14
6 to 8
5%
Nil
Bite 4d12 dam. Claws 3d6 dam. Excellent stalker. Near impossible to surprise. Loves horse flesh.
Carrion Crawlers
GH p39, 1975
1 to 6
3/7
12
3+1
60%
B
Climbs walls, ceilings. Tentacles cause paralysis.
Catoblepas
EW p29, 1976
Gaze attack extends to ethereal and astral planes.
Catoblepas
SR#7 p15, 1976
1 to 3
7
6
6+2
--
--
--
Fatal gaze attack (no save). Slow turning head.
Celestial Stag
TD#26 p20, 1979
2 to 12
3
12
3
Nil
Nil
N
Immune to sleep, charm. Oozes thru tiny gaps. Vulnerable to daylight.
Centaurs
M&T p15, 1974
2 to 20
5
18
4
5%
A
N L
Attack twice per round.
Cerebral Parasites
EW p39, 1976
3 to 12
--
--
--
--
--
Ethereal, astral. Immune to psionics. Treat as a disease.
Chimeras
M&T p11, 1974
1 to 4
4
12/18
9
50%
F
N C
Fiery breath weapon for 3d6 damage. 3 attacks per round.
Clay Golem
SR#4 p10, 1975
1+
2
7
12
--
--
--
50 hp. Controlled by creator. 3d6 damage vs foe in contact with earth, else 2d6. Cannot cross water. Immune to other than blunt magical weapons. Immune to magic other than move earth, disintegrate.
Cockatrices
M&T p10, 1974
1 to 8
6
9/18
5
35%
D
--
Unintelligent. Touch turns to stone.
Cockatrices
EW p28, 1976
Attacks extend to the ethereal and astral planes.
Couatl
EW p38, 1976
1 to 4
5
6/18
9
15%
B + I
N L
Polymorph. 5th level magic-user and 7th level cleric. Psionics.
Cursed Crimson Crawler
TD#14 p3, 1978
7
6
3+1d4
C L
Cursed treasures. Additional tail mace attack. Death releases gas of berserk rage.
Cyclopes
GD&H p17, 1976
-3
18
72hp
Very intelligent, accepts gifts. 3d3+3 damage. Control weather.
Death Angel
TD#6 p28, 1977
1
4
12/20
7
Nil
Nil
N
Telepathic. Teleport. Hit saps constitution. 95% magic resistance. Attack only intended target. Slain foe rises as Death Angel.
Joined: Sept 2008 Gender: Male Posts: 1,218 Location: Melbourne, Australia Karma: 195
Re: All the OD&D Monsters « Reply #1 on Oct 27, 2011, 3:21am »
Number
Hit
% in
Treasure
Monster
Source
Appearing
AC
Movement
Dice
Lair
Type
Alignment
Special Abilities
Giant Beaver
BM p16, 1975
10 to 40
5
6
4
85%
D
N
Intelligent. Will bargain for treasure. Only fight to defend lair.
Giant Beetles, Rhinoceros Beetle
BM p18, 1975
1 to 6
2
6
12
Nil
Nil
Giant Beetles, Bombardier Beetle
BM p18, 1975
3 to 12
4
9
1
Nil
Nil
Deafening acid breath weapon.
Giant Beetles, Boring Beetle
BM p18, 1975
2 to 12
3
6
5
50%
A
Cultivate dungeon slimes/oozes/jellies.
Giant Beetles, Fire Beetle
BM p18, 1975
3 to 12
4
9
1-1
Nil
Nil
Mostly harmless. Glow in the dark.
Giant Beetles, Giant Stag Beetle
BM p18, 1975
2 to 12
3
6
6
Nil
Nil
Unintelligent. Attacks only if provoked.
Giant Crabs
BM p15, 1975
3 to 12
2
6
3
1 in 4 chance of siezing 1-3 Men in great claw with single attack.
Giant Crocodile
BM p16, 1975
12 to 60
5
9/15
6
20%
Stun or trip attack with tail slap.
Giant Eels
BM p19, 1975
2 to 16
7
12
1+4
Lightning jolt.
Giant Frog
BM p16, 1975
4 to 40
7
1/3/24
1 to 3
Unintelligent. Alwalys attacks small targets. Never check morale. Leap. Insects will avoid. Tongue attack draws prey into mouth, which may then attacks at double value.
Only fight to defend young. Frighten horses. Immune to non-magical traps.
Giant Sea Spider
BM p21, 1975
1 to 12
5
6
4 to 6
65%
F
Air breathing.
Giant Shark
BM p19, 1975
2 to 12
5
24
4 to 9
Only attack if hungry (30% chance)
Giant Slugs
GH p40, 1975
1
8
6
12
Nil
Nil
Immune to blunt weapons. Break doors. Burrow through earth. Squeeze thru small gaps. Spit acid.
Giant Squid
BM p16, 1975
2 to 12
7/3
3/12
6
20%
A
Ink cloud. 2 in 3 fight to the death.
Giant Tick
GH p39, 1975
3 to 12
4
3
3
Nil
Nil
4 hp damage per round (no attack roll) after first hit. Bite causes fatal disease.
Giant Toads
BM p16, 1975
3 to 30
7
1/3/24
1 to 2
Camoflauged (near invisible). Never check morale. Leap. Insects will avoid. Tongue attack draws prey into mouth, which may then attacks at double value.
Giant Wasps
BM p18, 1975
3 to 30
5
6/24
3
Deadly poison sting, one (80%) or two (20%) uses. Fatal initially, and also 24 hours later.
Giants, Cloud
M&T p8, 1974
1 to 8
4
12
12+2
30%
1-6 x1000 gp each, or 5000 gp + E
N C
Keen sense of smell. 3d6 damage. Hurl rocks.
Giants, Fire
M&T p8, 1974
1 to 8
4
12
11+3
30%
1-6 x1000 gp each, or 5000 gp + E
C
Impervious to fire. 2d6+2 damage. Hurl rocks.
Giants, Frost
M&T p8, 1974
1 to 8
4
12
10+1
30%
1-6 x1000 gp each, or 5000 gp + E
C
Impervious to cold. 2d6+1 damage. Hurl rocks.
Giants, Hill
M&T p8, 1974
1 to 8
4
12
8
30%
1-6 x1000 gp each, or 5000 gp + E
C
2d6 damage. Hurl rocks.
Giants, Stone
M&T p8, 1974
1 to 8
4
12
9
30%
1-6 x1000 gp each, or 5000 gp + E
N
2d6 damage. Hurl rocks.
Giants, Storm
GH p34, 1975
1 to 8
4
15
15
30%
5000 gp + E
N L
3d3+3 damage. Control weather.
Gnolls
M&T p8, 1974
20 to 200
5
9
2
30%
D
C
+2 morale.
Gnomes
M&T p16, 1974
40 to 400
5
6
1
60%
C
N L
Large monsters attack at -2.
Gnomes
BM p24, 1975
40 to 400
5
6
1
60%
C
N L
Large monsters attack at -2.
Goat Demon
TD#26 p20, 1979
2 to 24
3
9
2
20%
B
C
Immune to sleep, charm. Paralysing head butt attack.
Goblins
M&T p7, 1974
40 to 400
6
6
1-1
50%
1-6 gp each
C
-1 to hit and morale in daylight. Attack Dwarves on sight.
Golems, Flesh
GH p40, 1975
9
8
12?
Nil
Nil
40 hp. Controlled by creator. Crash thru wood. Two attacks per round for 2-16hp. Immune to non-magical weapons. Immune to magic other than cold or fire, which slows. Lightning heals.
Golems, Iron
GH p40, 1975
2
8
12?
Nil
Nil
80 hp. Controlled by creator. Crash thru wood. 4-40 damage. Poison breath weapon. Immune to weapons less than +3. Immune to magic save lightning, which slows. Fire heals.
Golems, Stone
GH p40, 1975
5
8
12?
Nil
Nil
60 hp. Controlled by creator. Crash thru wood. 3d6 damage. Slow spell. Immune to weapons less than +2. Immune to magic other than stone affecting, or fire which slows. Mud to rock heals.
Gorgons
M&T p10, 1974
1 to 4
2
12
8
50%
E
C
Breath weapon turns to stone.
Gorgons
EW p28, 1976
Attacks extend to the ethereal and astral planes.
Gray Ooze
M&T p20, 1974
8
1
3
Nil
Nil
--
Camoflauged. Immune to cold and fire. Destroys metal. 2d6 damage to flesh.
Green Slime
M&T p20, 1974
--
Nil
2
Nil
Nil
--
Immune to lightning and physical damage.Destroys wood and metal. Turns flesh to slime in a turn. Destroyed by cure disease.
Grey Ooze
EW p29, 1976
Add psionic abilities.
Griffons
M&T p18, 1974
2 to 16
3
12/30
7
10%
E
N
Harpies
GH p35, 1975
2 to 12
7
6/15
3
20%
C
C
Luring song. Charm on touch (no save).
Hell Hounds
GH p38, 1975
2 to 8
4
12
3 to 7
25%
C
C
Firey breath weapon. Move with great stealth. Detect invisible.
Hippogriffs
M&T p17, 1974
2 to 16
5
18/36
3+1
Nil
Nil
L
Hobgoblins
M&T p8, 1974
20 to 200
5
9
1+1
30%
D
C
+1 morale.
Homonculous
GH p68, 1975
Var
7
6/18
2
Var
Var
Controlled by creator. Creator knows all it sees and hears. Bite causes sleep. If slain creator suffers 2-20 hp.
Horses, Draft Horse
M&T p20, 1974
7
12
2+1
Nil
Nil
-- N
Panic-striken by fire, strange scents. Carries 4,500 gp.
Horses, Heavy Horse
M&T p20, 1974
7
12
3
Nil
Nil
-- N
Panic-striken by fire, strange scents. Carries 4,500 gp.
Horses, Light Horse
M&T p20, 1974
7
24
2
Nil
Nil
-- N
Panic-striken by fire, strange scents. Carries 3,000 gp.
Horses, Medium Horse
M&T p20, 1974
7
18
2+1
Nil
Nil
-- N
Panic-striken by fire, strange scents. Carries 3,750 gp.
Horses, Mules
M&T p20, 1974
7
12
2+1
Nil
Nil
-- N
Panic-striken by fire, strange scents. Carries 3,500 gp. Agile enough to enter dungeon.
Humbabas
TD#16 p5, 1978
1
25
230hp
Unique being?
Hydras
M&T p10, 1974
1
5
12
5 to 12
25%
B
N
1 attack per round per head. 6 hp per head.
Indian Ogre
GD&H p12, 1976
3 to 18
5
9
4+1
30%
1-6 x100gp each, or 1000 gp + C
C
1d6+2 damage. Polymorph self.
Insects or small animals
M&T p20, 1974
6 to 36
8
0 to 1
N
Insects or small animals
M&T p20, 1974
6 to 36
8
0 to 1
--
Intellect Devourers
EW p38, 1976
1 to 2
4
15
6
60%
D
C
Astral, ethereal. Hide in shadows. Occupy victim's body. Immune to weapons lesser than +3. Light drives them off. Lightning causes 1hp per die. Fireball no damage. Psionic.
Invisible Stalkers
M&T p18, 1974
3
12
8
Nil
Nil
--
Faultless tracker.
Invisible Stalkers
EW p29, 1976
Moves on the astral and ethereal planes.
Ixitxachitl
BM p23, 1975
90 to 150
5
9
2-1
75%
F
Vampire, magic-user and cleric individuals.
Jarnkung
TD#14 p3, 1978
1 to 12
3
9
5
15%
I + G
C N L
ESP. 2 weapon attacks per round, or tail slap for 2-12hp.
Immune to sleep, charm. Drain 2 levels. Damage 1-10. If foe slain, both foe and monster vanish forever.
Lower Soul
TD#26 p20, 1979
1 to 6
2
9
7 to 9
20%
F
N
Immune to sleep, charm. Immune to non-magical weapons. Energy drain 2 levels. Slain Men become Lower Souls. Regenerate 3 hp per turn. Invisibility. Summon bats, wolves. Vulnerable to daylight.
Lurker Above
SR#3 p3, 1975
1 to 4
6
1/9
10
50%
Nil
--
Unintelligent. Camoflauged. 1d6 constriction damage per round in 20ft by 20ft area (no attack roll).
Lycanthropes
BM p23, 1975
Only harmed by magic, or silver or magic weapons.
Lycanthropes, Werebear
M&T p14, 1974
2 to 20
2
9
6
15%
C
N L
Females attack thrice per round if young attacked. Male attacks twice per round if mate attacked. Hits cause lycanthropy.
Lycanthropes, Wereboar
M&T p14, 1974
2 to 20
4
12
4+1
15%
C
N C
Females attack thrice per round if young attacked. Male attacks twice per round if mate attacked. Hits cause lycanthropy.
Lycanthropes, Wererat or Rat Man
GH p37, 1975
8 to 32
7
12
3
35%
C
C
Females attack thrice per round if young attacked. Male attacks twice per round if mate attacked. Hits cause lycanthropy.
Lycanthropes, Weretiger
M&T p14, 1974
2 to 20
3
12
5
15%
C
N C
Females attack thrice per round if young attacked. Male attacks twice per round if mate attacked. Hits cause lycanthropy.
Lycanthropes, Werewolf
M&T p14, 1974
2 to 20
5
15
4
15%
C
N C
Females attack thrice per round if young attacked. Male attacks twice per round if mate attacked. Hits cause lycanthropy.
Move silently. Near invisible. Move and fire bow without penalty.
Rocs
M&T p17, 1974
1 to 20
4
6/48
6
20%
I
N L
Roper
SR#2 p4, 1975
1 to 3
0
3
10 to 12
90%
D
C
Immune to lightning, charm. Resistant to cold. Vulnerable to fire. 80% magic resistance. Tenticle hits drain 50% strength. Bite causes 5-20 damage.
Rust Monsters
GH p39, 1975
1 to 2
2
12
5
Nil
Nil
Smells iron. Touch destroys iron.
Sahuagin (Devil-Men of the Deep)
BM p21, 1975
10 to 60
4
18/30
2
30%
F, A
2d6 damage with tail swipe. Cannot breath air. Eyes dazzled by daylight. Poisoned tridents.
Salamanders
GH p37, 1975
2 to 5
3 to 1
9
7+3
65%
F
C
Touch causes 1d6 fire damage. Tail constricts for 2-16 hp. Incendiary. Cannot cross water. Immune to non-magical weapons.
Satyrs
GD&H p17, 1976
-1
12
75hp
Attack anything harming woodlands. Attack as fighter10 for 2-20 damage.
Scorpion Men
TD#16 p5, 1978
1
20
240hp
Fighter15, Wizard15.
Sea Bonze
TD#26 p20, 1979
1 to 6
2
9
6
20%
F
C
Immune to sleep, charm. Charm breath weapon.
Sea Hag
BM p24, 1975
1 to 6
5
12
2
20%
C
C
Improved charm person.
Sea Horse
BM p19, 1975
1 to 20
7
12
2 to 3
Mermen steed.
Sea Monsters
M&T p15, 1974
15 to 45
N
3d6 or 4d6 damage.
Seraphim
TD#17 p33, 1978
-3
24/48
16
Teleport, continual light, bless, fear, detect evil, tongues, speak with dead. Turn undead. Immune to psionics and finger of death. Cures wounds, disease, curses. Restoration, raise dead. Dispel evil. Quest, triple strength wall of fire, balde barrier, earth quake, insect plague. Improved invisibility. Holy Word. Any Symbol. Double strength meteor swarm. Immune to timestop, charm, hold, stun, unconsciousness. Summon Angels. 95% magic resistance. Spells. Vorpal sword.
Shadows
GH p34, 1975
2 to 20
7
9
2+2
50%
F
C
Incorporeal; immune to non-magical weapons. Immune to sleep and charm. Not undead. Touch drains 1 point of strength. Foe drained to 0 strength rise as shadows.
Shambling Mound
SR#3 p2, 1975
1 to 3
0
6
6 to 9
25%
I
N
Immune to fire. Cold resistant. Electricity heals. Weapons half effect. Subject to plant spells.
Shedu
EW p38, 1976
2 to 8
4
12/24
9+2
20%
A
L
Travel astrally and ethereally. Speak all tongues. Telepathy. Psionic.
Shen Shu
GD&H p66, 1976
-2
10
100hp
Attacks as fighter 10 with halberd.
Shrieker
SR#3 p2, 1975
2 to 5
7
1
3
Nil
Nil
--
Unintelligent. Light or movement causes them to shriek. 50% chance of attracting wandering monsters.
Skeletons
M&T p9, 1974
3 to 30
7
6
1/2
Nil
Nil
--
Never check morale. Controlled by creator.
Sky Maidens
TD#29 p37, 1979
2
12/24
50hp
Fighter1. Charm, seduction. Fascinated by dance. If wings caputred, enslaved.
Slithering Tracker
SR#5 p14, 1975
1
5
12
5
15%
C
N
Near invisible; difficult to detect, -4 to hit. Fit thru tiny gaps. Follows and attacks sleeping foe. Paralysing touch.
Spectres
M&T p9, 1974
1 to 8
2
15/30
6
25%
E
C
Energy drain 2 levels. Immune to non-magical weapons. Slain Men become Spectres.
Sphinx
GD&H p6, 1976
3
12/24
150hp
Loves riddles. All saves 2+. 2 attacks for 4-40hp.
Spirits of the Air
GD&H p63, 1976
1 to 100
-5
/24
25hp
Attack as fighter 10. 2-20 hp damage.
Stirges
GH p39, 1975
3 to 30
7
18
1
55%
D
Attack as F4. Cause 1-4 hp per round (no attack roll) after first hit.
Strangle Weed
BM p23, 1975
Strangling grapple.
Su-Monsters
EW p39, 1976
1 to 12
6
9
4+2
40%
C
C
Females attack thrice per round if young attacked. Male attacks twice per round if mate attacked. Psionic.
Thought Eaters
EW p39, 1976
1 to 3
9
6
3
--
--
Ethereal. Eats intelligence.
Titans
GH p35, 1975
1
2 to -3
15 or 21
15
5%
A+1
10 individuals exist. 75 to 100 hp. 3d6+3 damage. Up to 7th level magic-user and cleric spells.
Titans
EW p27, 1976
60% magic resistance. Immune to psionics. Add psionic abilities.
Trapper
SR#5 p14, 1975
1
3
3
12
70%
G
N
Camoflauged as floor. Resist cold and fire. 4+AC hp constriction damage per round (no attack roll).
Tritons
GH p34, 1975
5 to 30
6 to 4
//15
5 to 7
25%
Var
90% magic resistance. Move //24" mounted on seahorse. Magic-user spells.
Tritons
EW p27, 1976
Add psionic abilities.
Trolls
M&T p8, 1974
2 to 12
4
12
6+3
50%
D
C
Regenerate 3 hp per turn.
Ulik
TD#16 p3, 1978
1 to 6
4
14
4+2
20%
I
C
Hypnotising gaze attack.
Umber Hulks
GH p38, 1975
1 to 4
2
6#1
8
50%
E
N
Gaze attack causes confusion. Tunnel through rock.
Unicorns
M&T p15, 1974
1 to 4
2
24
4
Nil
Nil
L
Sense enemy at 24". Resist magic. Dimension door once per day.
Vahine-Hae
TD#20 p27, 1978
4
15
40hp
Attack as fighter 1. Charm person, monster. Luring song. Seduction.
Valkyrs
GD&H p29, 1976
7th+ level paladin maidens.
Vampires
M&T p9, 1974
1 to 6
2
12/18
7 to 9
20%
F
C
Energy drain 2 levels. Immune to non-magical weapons. Slain Men become Vampires. Regenerate 3 hp per turn. Charming gaze. Gaseous form. Polymorph. Summon bats, wolves. Vulnerable to daylight.
Immune to sleep, charm. Immune to non-magical weapons. Energy drain 2 levels. Touch causes disease (no save). Slain Men become Vampire-Spectres. Regenerate 3 hp per turn. Charming gaze. Invisibility. Gaseous form. Fly. Summon bats, wolves. Turn foe to enslaved weretiger. Vulnerable to daylight.
Weed Eels
BM p21, 1975
10 to 100
8
3
1
100%
E
Whale
BM p19, 1975
1 to 8
5
//18
40
H x3
Only attack if provoked. Swallow small vessels whole.
Wights
M&T p9, 1974
2 to 24
5
9
3
60%
B
C
Energy drain. Immune to non-silvered missiles. Slain Men become Wights.
Will O'Wisps
GH p35, 1975
1 to 1
-8
18
9
1%
A
N C
Invulnerable to non-metal weapons. Invisibility. 2d6 electrical damage.
Wind Walker
SR#3 p2, 1975
1 to 3
8
15/30
6
20%
Nil
N
Ethereal. ESP. Vulnerable to control weather spell.
Winged Serpent
GD&H p6, 1976
2
3/15
25hp
Spits poison.
Wraiths
M&T p9, 1974
2 to 16
3
12/24
4
20%
E
C
Energy drain. Immune to non-silvered missiles. Half damage from silvered. Slain Men become Wraiths.
Wyverns
M&T p11, 1974
1 to 6
3
9/24
7
60%
H
N
Deadly poison sting in tail.
Yakshas (Weaker Demons of India)
GD&H p12, 1976
-2
9/24
50hp
Attack as 9HD, 2d6 damage. Incendiary. Wall of fire. Create fluids, soft objects, temporary hard objects. Illusions. Invisibility. Gaseous form. Whirlwind sweeps away foe <2 HD.
Yellow Mold
M&T p20, 1974
--
--
--
Nil
Nil
--
Destroys wood. 1d6 damage to flesh. Deadly poisonous spore cloud.
Yellow Mold
EW p29, 1976
Add psionic abilities.
Yeti
SR#3 p2, 1975
1 to 6
6
12
4
10%
D
N
Immune to cold. Vulnerable to fire. Camoflauged in snow. Paralysing gaze attack. Hug attack 2-16.
Joined: Sept 2011 Gender: Male Posts: 193 Location: San Diego, Ca Karma: 13
Re: All the OD&D Monsters « Reply #6 on Oct 27, 2011, 9:27am »
I think we are going to break the Exalt button. Nice work.
-Mike
PS - No what you want it in is CSV or excel because then you can do interesting sorts on it, like by HD. Plus you can easily copy and paste from most spreadsheets to most word processors. That's what I ended up doing when I was mucking with the Monster list for Delver's Quest ruleset I'm tinkering with.
I've excluded unique individuals such as Demogorgon, Orcus, Tiamat, Bahamut, Humbabus and all the Gods and Godlike beings given in Gods, Demigods & Heroes. I've also skipped any monsters that may have appeared in City of the Gods (DA3), Duchy of Ten (DA4) and Polyhedron mag, since I don't have them.
No worries on the DA series monsters as they are BECMI era creations by David Ritchie. You might consider adding the Garbage Pits of Despair monsters (maggot men, watchwings, carcus critters) from Dave Arneson, but that's your call.
On a quick glance through there seem to be a number of flesh and blood creatures from GD&H I don't see in the list (The Elric creatures for ex). Not sure if that was deliberate or not.
Archaeology is nothing like Indiana Jones. I've never once gotten to punch a Nazi!
Falconer Level 9 Sorcerer Cleric of OD&D member is offline
OD&D, Middle-earth, Star Trek TOS
Joined: Sept 2007 Gender: Male Posts: 1,341 Location: Chicago, IL Karma: 51
Re: All the OD&D Monsters « Reply #9 on Oct 27, 2011, 1:27pm »
Very nice!
I compared with my notes, and here are some changes/additions I would make (largely just my own preferences, but you might appreciate the feedback):
Aerial Servant (GH p. 31) Demon, Type VI —> Move to its own entry as "Balrog" Demon, Succubi —> Move to its own entry as "Succubi" Denebian Slime Devil (SR #7 p. 15) Dragon, Chromatic —> I would prefer it to be included Dragon, Platinum —> I would prefer it to be included Dragon Turtle (U&WA p. 34) Clay Golem —> Move to "Golem, Clay" Hobbit (GH pp. 5 & 68) Magic Statue (M&T p. 21 / Tegel Manor / Ready Ref Sheets p. 20*) Neo-otyugh (Lost Caverns of Tsojconth) Spectres —> "Spectres (Nazgűl)" Troglodyte (Lost Caverns of Tsojconth) Water Weird (Lost Caverns of Tsojconth)
* - I know this is a “TSR” list, but the Magic Statue IS attested to in M&T, and the Ready Ref Sheets is so common and awesome, it’s practically OD&D canon to me.
A man may do both. For not we but those who come after will make the legends of our time. The green earth, say you? That is a mighty matter of legend, though you tread it under the light of day! —J.R.R. Tolkien
Joined: Nov 2010 Gender: Male Posts: 663 Karma: 19
Re: All the OD&D Monsters « Reply #10 on Oct 27, 2011, 2:13pm »
Great job! You might want to add a couple aquatic monsters from Underworld & Wilderness Adventures (dragon turtle, giant leech, giant sea snake, giant fish.)
A man may do both. For not we but those who come after will make the legends of our time. The green earth, say you? That is a mighty matter of legend, though you tread it under the light of day! —J.R.R. Tolkien
Re: All the OD&D Monsters « Reply #12 on Oct 27, 2011, 4:29pm »
Another Exalt here! Incredibly useful!
I agree with Falconer regarding the Thoul - a beast I've had great fun throwing at over-confident players now and again!
The old Dungeoneer fanzine had a few nice ones as well, though I appreciate that doesn't count as "official." (The Harvestman's a particular favourite - hear the screams when one of them turns up..!)
Joined: Sept 2008 Gender: Male Posts: 1,218 Location: Melbourne, Australia Karma: 195
Re: All the OD&D Monsters « Reply #13 on Oct 27, 2011, 4:54pm »
Wow! Thanks for all the positive feedback guys.
@Aldaron; I don't have The Garbage Pits of Despair. Could you elaborate on those DA monsters? FYI -- I purposefully excluded the Melniboneans from GD&H as "campaign specific".
@Falconer; Thanks for the notes What is the Ready Ref Sheet? I don't think I have that either. Do you know whether the Thoul was ever published by TSR (in an adventure module, perhaps)?
@Talysman; I did notice those monsters mentioned in U&WA, but (form memory) I don't think game statistics are given.
I'll work through the suggestions and add any TSR OD&D extras I find. I will update this post, and also create a spreadsheet for everyone to download.