*Whistles Innocently*

Bandit: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15; Special: None.
Bugbear: HD 3+1; AC 5[14]; Atk 1 bite (2d4) or weapon (1d8+1); Move 9; Save 14; AL C; CL/XP 4/120; Special: Surprise opponents, 50% chance
Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: Immunities, paralyzing touch.
Giant Centipede (small, non-lethal): HD 1d2 hp; AC 9[10]; Atk 1 bite (0 + poison); Move 13; Save 18; AL N; CL/XP B/10; Special: non-lethal poison bite (+4 save).
Giant Lizard: HD 3; AC 5[14]; Atk 1 bite (1d8); Move 12; Save 14; AL N; CL/XP 3/60; Special: None.
Giant Spider (4ft diameter): HD 2+2; AC 6[13]; Atk 1 bite (1d6 + poison); Move 18; Save 16; AL N; CL/XP 5/240; Special: lethal poison, 5 in 6 chance to surprise prey.
Gnoll: HD 2; AC 5[14]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; AL C; CL/XP 2/30; Special: None.
Goblin: HD 1d6 hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; AL C; CL/XP B/10; Special: -1 to hit in sunlight.
Hobgoblin: HD 1+1; AC 5[14]; Atk 1 weapon (1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: None.
Kobold: HD 1d4hp; AC 7 [12]; Atk 1 weapon (1d6); Move 6; Save 18; AL C; CL/XP A/15; Special: None.
Lizardman: HD 2+1; AC 5[14]; Atk 2 claws (1d3), 1 bite (1d6); Move 6 (Swim 12); Save 16; AL C; CL/XP 2/30; Special: Breathe underwater.
Normal Human: HD 1d6hp; AC 9[10]; Atk 1 weapon (1d6); Move 12; Save 18; AL Any; CL/XP B/10; Special: None.
Orc: HD 1; AC 6[13]; Atk 1 by weapon, usually spear (1d6) or scimitar (1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: None.
Owlbear: HD 5+1; AC 5[14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12; Save 12; AL N; CL/XP 5/240; Special: hug for additional 2d8 if to-hit roll is 18+.
Panther: HD 3; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d6); Move 16; Save 14; AL N; CL/XP 4/120; Special: Additional rear claw attacks when hitting with both front claws.
Skeleton: HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; AL N; CL/XP 1/15; Special: Immune to sleep and charm spells.
Wolf: HD 2+2; AC 7[12]; Atk 1 bite (1d4+1); Move 18; Save 16; AL N; CL/XP 2/30; Special: None.
Zombie: HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: Immune to sleep and charm.

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