Saturday, February 21, 2026

Wandering Dungeon NPCs for OD&D

I said in my last post that I was done statting up monsters from the original Dungeons & Dragons wandering monster tables.  As frequently happens, I was wrong about that.  I did cover all of the animals and dinosaurs (and I kicked the Martian beasties further down the road), but I had forgotten about one of the most prominent elements of original D&D's dungeon encounter tables: non-player characters.

Out of 62 possibilities on those tables, 15 of them are fighters, clerics, or magic-users.  That's almost a quarter of all dungeon encounters that won't have stats ready to go.  Sure, you can figure it out using the character creation rules, but that takes time, and even small delays can kill the pace of the game.  I'd rather take the time now to work up some stat blocks, and have them ready to go when I need them.

The tables use level titles rather than numbers.  I do kind of like the descriptive titles for the various levels of each class, but it's not always the easiest to remember them.  I'm going to need stat blocks for all of the following: Warriors (2nd-level fighting-men), Heroes (4th-level f-m), Swashbucklers (5th level f-m), Myrmidons (6th-level f-m), Superheroes (8th-level f-m), Lords (9th-level f-m), Conjurers (3rd-level magic-users), Theurgists (4th-level m-u), Thaumaturgists (5th level m-u), Magicians (6th-level m-u), Enchanters (7th-level m-u), Sorcerers (9th-level m-u), Wizards (11th-level m-u), Evil Priests (4th-level chaotic cleric), and Evil High Priests (8th-level chaotic cleric).  I should also do Necromancers (10th-level m-u) and Patriarchs (8th-level lawful clerics) from the wilderness tables.  (Due to the entourages that higher-level NPCs can have, I stayed up past 2am doing stat blocks for every level of every class.  Thoroughness is a curse.)

Before properly getting into the stat blocks, I want to write a bit about what all of these people are even doing in the dungeon.  Making sense of the default wandering monster tables - and providing an explanation or point of origin for each monster entry - is one of the primary design goals for my underworld.  So I need to do that for all of these fighters, clerics, and magic-users roaming the depths.  Some, of course, will be tomb robbers and treasure hunters, just like the player characters.  But given how frequently they're encountered, I feel like that starts to strain credulity a little bit.  I don't want adventurers of that stripe to feel quite so ubiquitous, or for the dungeon to feel so well-trodden..

I'd rather tie the presence of these characters to the core concept of the dungeon.  As I've written before, there's an ancient god slumbering beneath the dungeon, which was built by a decadent people seeking to dream the dreams of the gods.  Some folks living in the surrounding lands are sometimes ensnared by those dreams, and enter the dungeon never to return.  So most of the NPCs encountered in the dungeon will be like that, lost souls who've been there so long that the dungeon has become a home to them.  My only problem with this is that it cuts somewhat against the rules for player characters to recruit NPCs met in the dungeons... but I'm sure I can come up with an explanation for that when I need to.  It does somewhat make sense of the rule that all dungeon monsters (including NPCs) can see in the dark when in the dungeon... if I make it something that happens when someone fully gives themselves to the "dreams".

Deciding on some of the stats took a while.  I agonised over the Number Appearing before realising that only the highest levels of each class appear in the wilderness tables, and that they appear singly with entourages.  For % in Lair and Treasure Type I defaulted to the 15% and Type A of all other "men", but I decided that if a lair was rolled it should be a random castle as described in the rules.  Where possible, I will always try to default to rules that already exist.

Armor Class for fighters and clerics I decided would be 4 for characters up to 5th level, and 2 for those of 6th or higher.  I must admit, 5th level fighters being Swashbucklers influenced me a bit there, as I didn't feel right giving them plate mail.  Magic-users, of course, default to a measly unarmored 9 AC.  I ported in the morale bonuses and effects for fighters and magic-users from the Chainmail miniature rules.  I didn't bring them in for clerics, as clerics aren't in Chainmail, but I might adapt them.  I also didn't explicitly mention how many attacks each class gets against "normal men", mostly because I haven't yet decided how I want that to work.

Oh yeah, I also assumed that all of these guys have average ability scores.  Nobody needs to be rolling those on the fly for a random encounter, and their effect is quite minimal in original D&D anyway. 

Otherwise, most of the work was deciding what the default spell selections for clerics and magic-users would be.  I suppose some will quibble with my choices, but I went for variety and spells that are useful in combat, and I made a note that referee's can switch this up if they want.  Thankfully the spell lists in original D&D are pretty small, so it didn't take too long.

And now, the stat blocks: 

VETERANS (1st-Level Fighting-Men)

Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 1+1
% in Lair: n/a
Type or Amount of Treasure: n/a

Veterans fight and save as 1st-level fighting-men. 

WARRIORS (2nd-Level Fighting-Men)

Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 2
% in Lair: n/a
Type or Amount of Treasure: n/a

Warriors fight and save as 2nd-level fighting-men. 

SWORDSMEN (3rd-Level Fighting-Men)

Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 3
% in Lair: n/a
Type or Amount of Treasure: n/a

Swordsmen fight and save as 3rd-level fighting-men. 

HEROES (4th-Level Fighting-Men)

Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 4
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Heroes fight and save as 4th-level fighting-men.  They need never check morale, and those fighting with them have a +1 morale bonus.

SWASHBUCKLERS (5th-Level Fighting-Men)

Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 5+1
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Swashbucklers fight and save as 5th-level fighting-men. They need never check morale, and those fighting with them have a +1 morale bonus.

MYRMIDONS (6th-Level Fighting-Men)

Number Appearing: -
Armor Class: 2
Move in Inches: 6
Hit Dice: 6
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Myrmidons fight and save as 6th-level fighting-men. They need never check morale, and those fighting with them have a +1 morale bonus.

CHAMPIONS (7th-Level Fighting-Men)

Number Appearing: -
Armor Class: 2
Move in Inches: 6
Hit Dice: 7+1
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Champions fight and save as 6th-level fighting-men. They need never check morale, and those fighting with them have a +1 morale bonus.

SUPERHEROES (8th-Level Fighting-Men)

Number Appearing: 1
Armor Class: 2
Move in Inches: 6
Hit Dice: 8+2
% in Lair: 15%
Type or Amount of Treasure: Type A

Superheroes fight and save as 8th-level fighting-men. They need never check morale, and those fighting with them have a +2 morale bonus.  When they approach within charging distance of the enemy, all those within range must check morale.

Wilderness Encounters:
If they are encountered in their lair in the wilderness, the lair will be a castle with the usual randomly determined occupant, guards and retainers.  There is a 50% chance that they will be the leader of this castle.  Otherwise the leader of their castle will be a Patriarch.
 
If not encountered in their lair, they will be accompanied by 2-12 fighters of levels 1-4.
 
The Superhero has a 50% chance to have a magic sword, a 25% chance to have a magic shield, and a 25% chance to have magic armor (roll for each). 

LORDS (9th-Level Fighting-Men)

Number Appearing: 1
Armor Class: 2
Move in Inches: 6
Hit Dice: 9+3
% in Lair: 15%
Type or Amount of Treasure: Type A
 
Lords fight and save as 9th-level fighting-men. They need never check morale, and those fighting with them have a +2 morale bonus.  When they approach within charging distance of the enemy, all those within range must check morale.
 
Some Lords may be higher than 9th level, at the referee's option. 
 
Wilderness Encounters: 
If they are encountered in their lair in the wilderness, the lair will be a castle with the usual randomly determined occupant, guards and retainers.  The Lord will be the leader of this castle.
 
If not encountered in their lair, they will be accompanied by 2-12 fighters of levels 1-4.

The Lord has a 50% chance to have a magic sword, a 25% chance to have a magic shield, and a 25% chance to have magic armor (roll for each). 

MEDIUMS (1st-Level Magic-Users)

Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 1
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Mediums fight, save, and cast spells as 1st level magic-users.
 
A Seer will typically have the following spells available to cast once per day: Sleep.  This can be changed as the referee desires.  They can prepare one 1st level spells daily.

SEERS (2nd-Level Magic-Users)

Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 1+1
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Seers fight, save, and cast spells as 2nd level magic-users.
 
A Seer will typically have the following spells available to cast once per day: Sleep, Charm Person.  This can be changed as the referee desires.  They can prepare two 1st level spells daily.

CONJURERS (3rd-Level Magic-Users)

Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 2
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Conjurers fight, save, and cast spells as 3rd level magic-users.
 
A Conjurer will typically have the following spells available to cast once per day: Protection from Evil, Sleep, Charm Person, Phantasmal Forces.  This can be changed as the referee desires.  They can prepare three 1st level and one 2nd level spell daily.

THEURGISTS (4th-Level Magic-Users)

Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 2+1
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Theurgists fight, save, and cast spells as 4th level magic-users.
 
A Theurgist will typically have the following spells available to cast once per day: Detect Magic, Protection from Evil, Sleep, Charm Person, Invisibility, Phantasmal Forces.  This can be changed as the referee desires. They can prepare four 1st level and two 2nd level spell daily.. 

THAUMATURGISTS (5th-Level Magic-Users)

Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 3
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Thaumaturgists fight, save, and cast spells as 5th level magic-users.

A Thaumaturgist will typically have the following spells available to cast once per day: Detect Magic, Protection from Evil, Sleep, Charm Person, Invisibility, Phantasmal Forces, Fire Ball.  This can be changed as the referee desires. They can prepare four 1st level, two 2nd level spells, and one 3rd level spell daily.

MAGICIANS (6th-Level Magic-Users)

Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 3+1
% in Lair: n/a
Type or Amount of Treasure: n/a

Magicians fight, save, and cast spells as 6th level magic-users. 

A Magician will typically have the following spells available to cast once per day: Detect Magic, Protection from Evil, Sleep, Charm Person, Invisibility, Phantasmal Forces, Fire Ball, Protection from Normal Missiles.  This can be changed as the referee desires. They can prepare four 1st level, two 2nd level spells, and two 3rd level spell daily..

ENCHANTERS (7th-Level Magic-Users)

Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 4
% in Lair: n/a
Type or Amount of Treasure: n/a

Enchanters fight, save, and cast spells as 7th level magic-users. 

An Enchanter will typically have the following spells available to cast once per day: Detect Magic, Protection from Evil, Sleep, Charm Person, Invisibility, Continual Light, Phantasmal Forces, Fire Ball, Protection from Normal Missiles, Polymorph Others.  This can be changed as the referee desires. They can prepare four 1st level, three 2nd level spells, two 3rd level spells, and one 4th level spell daily.

WARLOCKS (8th-Level Magic-Users)

Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 5
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Warlocks fight, save, and cast spells as 8th level magic-users. 

A Warlock will typically have the following spells available to cast once per day: Detect Magic, Protection from Evil, Sleep, Charm Person, Invisibility, Continual Light, Phantasmal Forces, Fire Ball, Lightning Bolt, Protection from Normal Missiles, Dispell Magic, Confusion, Polymorph Others.  This can be changed as the referee desires.  They can prepare four 1st level, three 2nd level spells, three 3rd level spells, and two 4th level spells daily.

SORCERERS (9th-Level Magic-Users)

Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 6+1
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Sorcerers fight, save, and cast spells as 9th level magic-users. 

A Sorcerer will typically have the following spells available to cast once per day: Detect Magic, Protection from Evil, Sleep, Charm Person, Invisibility, Continual Light, Phantasmal Forces, Fire Ball, Lightning Bolt, Protection from Normal Missiles, Dispell Magic, Confusion, Polymorph Others, Conjure Elemental.  This can be changed as the referee desires.  They can prepare four 1st level, three 2nd level spells, three 3rd level spells, two 4th level spells, and one 5th level spell daily.

NECROMANCERS (10th-Level Magic-Users)

Number Appearing: 1
Armor Class: 9
Move in Inches: 12
Hit Dice: 7
% in Lair: 15%
Type or Amount of Treasure: Type A

Necromancers fight, save, and cast spells as 10th level magic-users.
 
A Necromancer will typically have the following spells available to cast once per day: Detect Magic, Protection from Evil, Sleep, Charm Person, Invisibility, Continual Light, Phantasmal Forces, Knock, Fire Ball, Lightning Bolt, Protection from Normal Missiles, Dispell Magic, Confusion, Wall of Fire, Polymorph Others, Conjure Elemental, Teleport.  This can be changed as the referee desires. They can prepare four 1st level, four 2nd level spells, three 3rd level spells, three 4th level spells, and two 5th level spell daily.

Wilderness Encounters:
If they are encountered in their lair in the wilderness, they will be the castle's leader, and there will be the usual randomly determined guards and retainers.
 
If not encountered in their lair, they will be accompanied by 2-12 magic-users of levels 1-4. 
 
The Necromancer will have a 60% chance of having a magic wand, a 30% chance of a magic ring, and a 20% chance of a miscellaneous magic item (roll for each). 

WIZARDS (11th-Level Magic-Users)

Number Appearing: 1
Armor Class: 9
Move in Inches: 12
Hit Dice: 8+1
% in Lair: 15%
Type or Amount of Treasure: Type A
 
Wizards fight, save, and cast spells as 11th level magic-users.  They need never check morale, and those fighting with them have a +2 morale bonus.  When they approach within charging distance of the enemy, all those within range must check morale.
 
A Wizard will typically have the following spells available to cast once per day: Detect Magic, Protection from Evil, Sleep, Charm Person, Invisibility, Continual Light, Phantasmal Forces, Knock, Fire Ball, Lightning Bolt, Protection from Normal Missiles, Dispell Magic, Confusion, Wall of Fire, Polymorph Others, Conjure Elemental, Hold Monster, Teleport.  This can be changed as the referee desires.  They can prepare two spells of each level from 1st to 5th daily.
 
Some Wizards may be higher than 11th level, at the referee's option. 
 
Dungeon Encounters:
Each Wizard will be accompanied by from 1-4 apprentices (Enchanters) and 1-6 body-guards (fighters of levels 4-6).
 
Wilderness Encounters:
If they are encountered in their lair in the wilderness, they will be the castle's leader, and there will be the usual randomly determined guards and retainers.
 
If not encountered in their lair, they will be accompanied by 2-12 magic-users of levels 1-4.
 
The Wizard will have a 60% chance of having a magic wand, a 30% chance of a magic ring, and a 20% chance of a miscellaneous magic item (roll for each).

ACOLYTES/EVIL ACOLYTES (1st Level Clerics/Anti-Clerics)

Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 1
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Acolytes and Evil Acolytes fight, save, and cast spells as 1st level clerics/anti-clerics.  Acolytes are always lawful, and Evil Acolytes are always chaotic in alignment.  Only an Acolyte will have an affect on the undead, as a 1st level cleric.

ADEPTS/EVIL ADEPTS (2nd Level Clerics/Anti-Clerics)

Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 2
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Adepts and Evil Adepts fight, save, and cast spells as 2nd level clerics/anti-clerics.  Adepts are always lawful, and Evil Adepts are always chaotic in alignment.  Only an Adept will have an affect on the undead, as a 2nd level cleric.
 
An Adept or Evil Adept will typically have the following spells available to cast once per day: Cure Light Wounds (reversed for anti-clerics).  This can be changed as the referee desires.  They can prepare one 1st level spell daily.

VILLAGE PRIESTS/SHAMANS (3rd Level Clerics/Anti-Clerics)

Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 3
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Village Priests and Shamans fight, save, and cast spells as 3rd level clerics/anti-clerics.  Village Priests are always lawful, and Shamans are always chaotic in alignment.  Only a Village Priest will have an affect on the undead, as a 3rd level cleric.
 
A Village Priest will typically have the following spells available to cast once per day: Cure Light Wounds, Protection from Evil.  A Shaman will typically have Cure Light Wounds (reversed), and Light (reversed).  This can be changed as the referee desires.  They can prepare two 1st level spells daily. 

VICARS/EVIL PRIESTS (4th-Level Clerics/Anti-Clerics)

Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 4
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Vicars and Evil Priests fight, save, and cast spells as 4th level clerics/anti-clerics.  Vicars are always lawful, and Evil Priests are always chaotic in alignment.  Only a Vicar will have an affect on the undead, as a 4th level cleric.

A Vicar will typically have the following spells available to cast once per day: Cure Light Wounds, Protection from Evil, Hold PersonAn Evil Priest will have Cure Light Wounds (reversed), Light (reversed), Hold Person.  This can be changed as the referee desires.  They can prepare two 1st-level spells and one 2nd level spell daily.

CURATES/EVIL CURATES (5th-Level Clerics/Anti-Clerics)

Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 4+1
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Curates and Evil Curates fight, save, and cast spells as 5th level clerics/anti-clerics.  Curates are always lawful, and Evil Curates are always chaotic in alignment.  Only a Curate will have an affect on the undead, as a 5th level cleric.

A Curate will typically have the following spells available to cast once per day: Cure Light Wounds, Protection from Evil, Hold Person, BlessAn Evil Curate will have Cure Light Wounds (reversed), Light (reversed), Hold Person, Bless (reversed).  This can be changed as the referee desires.  They can prepare two 1st-level spells and two 2nd level spells daily.

BISHOPS/EVIL BISHOPS (6th-Level Clerics/Anti-Clerics)

Number Appearing: -
Armor Class: 2
Move in Inches: 6
Hit Dice: 5
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Bishops and Evil Bishops fight, save, and cast spells as 6th level clerics/anti-clerics.  Bishops are always lawful, and Evil Bishops are always chaotic in alignment.  Only a Bishop will have an affect on the undead, as a 6th level cleric.

A Bishop will typically have the following spells available to cast once per day: Cure Light Wounds, Protection from Evil, Hold Person, Bless, Cure Disease, Cure Serious WoundsAn Evil Bishop will have Cure Light Wounds (reversed), Light (reversed), Hold Person, Bless (reversed), Cure Disease (reversed), Turn Sticks to Snakes.  This can be changed as the referee desires.  They can prepare two 1st-level spells, two 2nd level spells, one 3rd level spell and one 4th level spell daily.
 

LAMAS/EVIL LAMAS (7th-Level Clerics/Anti-Clerics)

Number Appearing: -
Armor Class: 2
Move in Inches: 9
Hit Dice: 6
% in Lair: n/a
Type or Amount of Treasure: n/a
 
Lamas and Evil Lamas fight, save, and cast spells as 7th level clerics/anti-clerics.  Lamas are always lawful, and Evil Lamas are always chaotic in alignment.  Only a Lama will have an affect on the undead, as a 7th level cleric.

A Lama will typically have the following spells available to cast once per day: Cure Light Wounds, Protection from Evil, Hold Person, Bless, Cure Disease, Continual Light, Cure Serious Wounds, Dispell Evil. An Evil Lama will have Cure Light Wounds (reversed), Light (reversed), Hold Person, Bless (reversed), Cure Disease (reversed), Continual Light (reversed), Turn Sticks to Snakes, Finger of Death.  This can be changed as the referee desires.  They can prepare two 1st-level spells, two 2nd level spells, two 3rd level spells, one 4th level spell, and one 5th level spell daily.

EVIL HIGH PRIESTS (8th-Level Anti-Clerics)

Number Appearing: 1
Armor Class: 2
Move in Inches: 6
Hit Dice: 7
% in Lair: 15%
Type or Amount of Treasure: Type A
 
Evil High Priests fight, save, and cast spells as 8th level anti-clerics.  They are always chaotic in alignment.
 
An Evil High Priest will typically have the following spells available to cast once per day: Cure Light Wounds (reversed), Protection from Good (reversed), Bless (reversed), Hold Person, Cure Disease (reversed), Continual Light (reversed), Cure Serious Wounds (reversed), Turn Sticks to Snakes, Finger of Death, Insect Plague.  This can be changed as the referee desires.  They can prepare two of each level of spells from 1st-5th daily.
 
Some Evil High Priests may be higher than 8th level, at the referee's option. 
 
Dungeon Encounters:
Each Evil High Priest will be accompanied by from 1-4 apprentices (Evil Priests) and 1-6 body-guards (fighters of levels 4-6).
 
Wilderness Encounters: 
If they are encountered in their lair in the wilderness, they will be the castle's leader, and there will be the usual randomly determined guards and retainers.
 
If not encountered in their lair, they will be accompanied by 2-12 anti-clerics of levels 1-4.
 
The Evil High Priest will have a 40% chance of having a magic weapon, a 30% chance of a staff, a 20% chance of a magic shield, and a 10% chance of magic armor (roll for each). 

PATRIARCHS (8th-Level Clerics)

Number Appearing: 1
Armor Class: 2
Move in Inches: 6
Hit Dice: 7
% in Lair: 15%
Type or Amount of Treasure: Type A

Patriarchs fight, save, affect undead, and cast spells as 8th level clerics.  They are always lawful in alignment.
 
A Patriarch will typically have the following spells available to cast once per day: Cure Light Wounds, Detect Evil, Bless, Hold Person, Cure Disease, Continual Light, Cure Serious Wounds, Protection from Evil 10 ft. radius, Dispell Evil, Quest.  This can be changed as the referee desires.  They can prepare two of each level of spells from 1st-5th daily.
 
Some Patriarchs may be higher than 8th level, at the referee's option. 
 
Wilderness Encounters: 
If they are encountered in their lair in the wilderness, they will be the castle's leader, and there will be the usual randomly determined guards and retainers.

If not encountered in their lair, they will be accompanied by 2-12 clerics of levels 1-4.
 
The Patriarch will have a 40% chance of having a magic weapon, a 30% chance of a staff, a 20% chance of a magic shield, and a 10% chance of magic armor (roll for each).

Sunday, February 15, 2026

Prehistoric Monsters for OD&D

This is the last in a series of posts in which I stat up monsters for original Dungeons & Dragons.  This is necessary work, but not the most exciting blog content.  It's helpful for me, though, as it's given me things to post about without taxing the grey matter too much (and I am very, very tired after indoor bouldering with my son this afternoon, so I need the mental break).  I should be back with some more substantial content next time.  (And I will get to the Martian creatures... eventually.)

The main takeaway for me in regards to the various dinosaurs and prehistoric animals, is that adventuring in their environments has a high level of danger for no reward.  I'm adapting their stats from Advanced D&D, which means that pretty much all of them have a Treasure Type of Nil.  What this means is that I'll have to make these environments worth adventuring in, with treasure deliberately placed.  Hidden ruins and such would, of course, be thematically appropriate.  On their own, purely by the rules, dinosaurs and the like are absolutely not worth fighting.

I like the selection of dinosaurs in OD&D though.  The AD&D Monster Manual has a greater variety, but in OD&D it's pretty much all of the dinos that I would have wanted to see as a kid.  It's a real pop culture greatest hits selection (keeping in mind that the velociraptor wasn't in that upper echelon in the 70s and 80s).

TYRANNOSAURUS REX

Number Appearing: 1-2
Armor Class: 5
Move in Inches: 15
Hit Dice: 18
% in Lair: Nil
Type or Amount of Treasure: Nil

This reptile is the most fearsome and terrible of all carnivorous dinosaurs. Despite its huge size it is swift afoot, with huge jaws nearly six feet long, and teeth from three to six inches in length.  This monster will pursue and eat nearly anything

A T-Rex deals 3d6+3 damage on a successful hit, and will swallow whole any man-sized creature that it hits with a roll of 18 or better.

PTERODACTYL

Number Appearing: 3-18
Armor Class: 7
Move in Inches: 3/15
Hit Dice: 3+3
% in Lair: Nil
Type or Amount of Treasure: Nil
 
Although these flying reptiles typically dive for aquatic prey, they will attack any creature which appears to be vulnerable. They have no teeth, but will spear victims with their beaks if they are too large to swallow.  The beak of a typical pterodactyl is about 4 ft. long. The creature weighs only 40 or 50 pounds, but they can carry off prey four times their own weight.

TRICERATOPS

Number Appearing: 2-8
Armor Class: 2 or 6
Move in Inches: 9
Hit Dice: 16
% in Lair: Nil
Type or Amount of Treasure: Nil
 
This beaked herbivore is very large and aggressive. It has a huge front plate of bone from which project two great horns (3 ft. or more long), while a somewhat shorter horn juts from its nose. Any creature which infringes on its territory is likely to be charged and speared.
 
The armored front of the Triceratops is AC 2.  Its body is not as heavily armored, thus being AC 6.  

Any creature attacked by a Triceratops will be subject to three attacks (the two larger horns dealing 1d6+2 damage, and the smaller horn dealing 1d6).  Creatures of man-size or smaller creatures may simply be trampled for 2d6+1 damage.

BRONTOSAURUS

Number Appearing: 1-6
Armor Class: 5
Move in Inches: 6
Hit Dice: 30
% in Lair: Nil
Type or Amount of Treasure: Nil
 
Also known as a "thunder-lizard", this 40 ton plant-eater is found near marshes and lakes.  The creature spends much of its time in shallow water to support its bulk, moving into deeper water to avoid carnivores.  They will generally ignore small creatures, but they are prone to step on anything in their way, dealing 4d6 damage.
 
STEGOSAURUS
Number Appearing: 2-8
Armor Class: 2 or 5
Move in Inches: 6
Hit Dice: 18
% in Lair: Nil
Type or Amount of Treasure: Nil
 
The stegosaurus, or ”plated lizard,” is a large, very stupid herbivore with aggressive defenses. Its great plates allow the creature to defend 90% of the time at AC 2.  The other 10% of the time it defends as AC 5.
 
When threatened, a Stegosaurus will turn its rear towards the enemy and tuck its head low, attacking with its spiked tail.  The tail has its own brain, and its bony spikes will deal 2d6+1 damage.

CAVE BEAR

Number Appearing: 1-2
Armor Class: 6
Move in Inches: 12
Hit Dice: 6+6
% in Lair: Nil
Type or Amount of Treasure: Nil
 
Despite being omnivorous, the gigantic cave bear tends towards a diet of meat, and is quite aggressive. They have excellent hearing and smell but rather poor eyesight.  They are enormous, standing over 12 ft. tall, but there may be larger individuals that are correspondingly more powerful. 
 
A cave bear's paw deals 1d6+2 damage on a successful hit, and they may attack twice per round.  If a bear scores a paw hit with an 18 or better, it also hugs for an additional 2d6 damage.
 
A cave bears will continue to fight for 1-4 melee rounds after being reduced to 0 to -8 hit points. At -9 or greater damage, they are killed immediately. 

DIRE WOLF

Number Appearing: 3-12
Armor Class: 6
Move in Inches: 18
Hit Dice: 3+3
% in Lair: 15%
Type or Amount of Treasure: Nil
 
This "prehistoric" variety of wolf is a huge specimen, but otherwise conforms to the characteristics of normal wolves.  They always hunt in packs and if hungry (75% likely) they will follow and attack prey, always seeking to strike at an unguarded moment.  They love horse-meat, and their howling is 50% likely to panic any horses (or other herbivores) unless a character spends time calming them.
 
If encountered in their lair there is a 30% chance that there will be 1-4 cubs per pair of adult wolves.  Cubs do not fight and can be trained as war dogs or hunting beasts.

SABRE TOOTH TIGER

Number Appearing: 1-2
Armor Class: 6
Move in Inches: 12
Hit Dice: 7+2
% in Lair: 15%
Type or Amount of Treasure: Nil
 
Sabre tooth tigers are aggressive and fearsome predators, often hunting in pairs.  They are highly adaptable and superb hunters.  They climb well, and are able to leap 10 ft. upwards and from 30 to 50 ft. forwards in attack.

Tigers attack three times per round, twice with claws and once with their bite.  Their six inch long fangs inflict terrible wounds, dealing 1d6+2 points of damage.  Due to the size of these teeth, along with the power of the tiger's jaws, they get a +2 bonus on attack rolls with their bite attack. If a tiger hits with both paws, they will get an additional claw attack by raking with their rear claws.
 
Tigers are surprised only on a roll of 1. 
  
If encountered in their lair there is a 25% chance that there will be 1-3 cubs there, these young having no effective attacks, and being from 30% to 60% mature.

MASTODON

Number Appearing: 1-12
Armor Class: 6    
Move in Inches: 15
Hit Dice: 12
% in Lair: Nil
Type or Amount of Treasure: Nil
 
Mastodons dwell in nearly any climate, from near arctic to tropical. These huge herbivores are distantly related to elephants, but their body is somewhat lower and longer.
 
Mastodons attack with a combination of tusks, squeezing trunk, and stomping feet.  Each of these attacks deals 2d6 damage.  Although they may attack only a single foe twice per round, they may fight up to six opponents simultaneously.  Their attacks are split between opponents, so that if they are fighting six opponents they get one attack on each, and if fighting three opponents they attack each twice.
 
Their tusks are valued at 100-600 gold pieces each.

SPOTTED LION

Number Appearing: 2-8
Armor Class: 5 or 6
Move in Inches: 12
Hit Dice: 6+2
% in Lair: 25%
Type or Amount of Treasure: Nil
 
Also known as cave lions, spotted lions are a larger, spotted variety of the common lion.  They hunt in prides, with the lioness doing most of their hunting.  Even so, the males are ferocious fighters and will defend the pride's territory.  A typical pride consists of 1-2 males and 1-6 females.  Their lair will also have 1-8 cubs (non-combatants) and an additional 1-3 females which will immediately attack to defend their cubs.
 
All lions can leap up to 30 ft.  Male lions have an AC 5 for their forequarters, and AC 6 for their hindquarters.  Female lions have a uniform AC of 6. Lions attack twice per round, and if both attacks hit the same victim in a single round they will also rake with their rear claws for a further 1-6+2 damage.  They do not climb trees well and dislike swimming.

Lions are surprised only on a roll of 1. 

WOOLY RHINO

Number Appearing: 1-4
Armor Class: 5
Move in Inches: 12
Hit Dice: 10
% in Lair: Nil
Type or Amount of Treasure: Nil
 
A very large, very aggressive "prehistoric" species of rhinoceros.  Most will charge if they feel threatened.  They have poor eyesight but keen senses of hearing and smell.
 
They deal 1d6+2 damage with their horns, but will deal double damage on a charge. They will also trample any opponent smaller than man size, dealing 1d6 damage with each forefoot which hits.
 
If more than two are encountered, the rest will be young from 30-60% mature. 

TITANOTHERE

Number Appearing: 1-12
Armor Class: 6
Move in Inches: 12
Hit Dice: 12
% in Lair: Nil
Type or Amount of Treasure: Nil

These "prehistoric" creatures are huge and fearless plant-eaters.  They roam in herds, and if any creature threatens them the largest males will charge.
 
They normally deal 2d6 damage on a hit, but will do double that on a charge.  In addition, any creature smaller than man-size may be trampled, suffering two additional attacks for 1d6+2 damage each.
 
If more than six are encountered, 1-4 of these will be young, from 10% to 80% grown. 

MAMMOTH 

Number Appearing: 1-12
Armor Class: 5
Move in Inches: 12
Hit Dice: 13
% in Lair: Nil
Type or Amount of Treasure: Nil
 
These massive herbivores are quite aggressive if threatened.
 
Mammoths attack with a combination of tusks, squeezing trunk, and stomping feet.  Each of these attacks deals 2d6 damage.  Although they may attack only a single foe twice per round, they may fight up to six opponents simultaneously.  Their attacks are split between opponents, so that if they are fighting six opponents they get one attack on each, and if fighting three opponents they attack each twice.
 
Their tusks are valued at 200-900 gold pieces each.

Monday, February 09, 2026

Stats for absent OD&D Wilderness Animals

I've been lax with Dungeons & Dragons-related work again this week, and I was kept busy on the weekend, but I really am trying to keep up with weekly posts for the blog this year.  So, as I did with the dungeon monsters last week, I'm dashing out some stats for the wilderness animals that didn't get any in the original D&D rules.

Discounting the prehistoric animals and the Martian encounters, we have the following list for which I need to create OD&D-compatible stats: Spiders, Centipedes, Lizards, Toads, Ants, Weasels, Apes, Beetles, Scorpions, Lions, Boars, and Snakes.  Of these, only three weren't covered in my last post for dungeon monsters: Apes, Lions, and Boars.

I could just say that the Apes here are White Apes, and that the Boars are the same as Giant Hogs (both in the dungeon monsters list and already written up).  Instead, I'm going to base the Apes on Advanced D&D's Carnivorous Apes, and the Boars on AD&D's Giant Boars.  Lions, of course, will just be lions.

This is a bit of a lazy post, because I'm just taking the AD&D stats for three monsters and tweaking them slightly for original D&D.  There's nothing inspired here.  I was planning on doing the dinosaurs and prehistoric animals as well, but it's late, and that will have to wait for another post.  For now, it's Apes and Lions and Boars (and one half-assed blogger, oh my).

APE

Number Appearing: 2-8
Armor Class: 6
Move in Inches: 12
Hit Dice: 5
% in Lair: 10%
Type or Amount of Treasure: C

Carnivorous apes are a larger, stronger, and more aggressive relative of the gorilla. They have a fair intelligence, being very cunning, and they have a particular hunger for human flesh.  Their keen eyesight, hearing, and sense of smell means that they are only surprised on a roll of 1.  Apes attack twice per round, and if they hit the same opponent with both attacks they will rend their victim for an additional 1-6 damage.

LION

Number Appearing: 2-12
Armor Class: 5 or 6
Move in Inches: 12
Hit Dice: 5+2
% in Lair: Nil
Type or Amount of Treasure: Nil
 
Lions inhabit warmer climates, and thrive in terrains including desert, jungle, swamp, and savannah.  They hunt in prides, with the lioness doing most of their hunting.  Even so, the males are ferocious fighters and will defend the pride's territory.  A typical pride consists of 1-3 males and 1-9 females.  Their lair will also have 1-10 cubs (non-combatants) and an additional 1-4 females which will immediately attack to defend their cubs.
 
All lions can leap up to 30 ft.  Male lions have an AC 6 for their forequarters, and AC 5 for their hindquarters.  Female lions have a uniform AC of 6. Lions attack twice per round, and if both attacks hit the same victim in a single round they will also rake with their rear claws for a further 1-6 damage.  They do not climb trees well and dislike swimming.

BOAR, GIANT

Number Appearing: 2-8
Armor Class: 6
Move in Inches: 12
Hit Dice: 7
% in Lair: Nil
Type or Amount of Treasure: Nil
 
Due to their size and aggression, as well as their enormous tusks, giant boars deal 2d6 damage on a successful hit.  If their hit points are reduced to 0 to -5 hit points, they will continue to fight for another 1-4 melee rounds.  They will die immediately if reduced to -6 hit points or below.
 
If more than 3 are encountered, there is a 25% chance that there will be 1-4 young.  Young giant boars have from 2 to 6 Hit Dice; those with 2-3 HD will deal 1-6 damage, those with 4-5 HD will deal 1-6+1 damage, and those with 6 HD will deal 1-6+2.  Male and female giant boars fight equally well.

Monday, February 02, 2026

Stats for absent OD&D Dungeon Monsters

I haven't found much time to work on Dungeons & Dragons material this week, but in the interests of providing some weekly content for the blog I wrote up the monster entries below while watching Smackdown (pro-wrestling being great for half-watching in the background).  What I've done so far is a complete list of the monsters in original D&D's dungeon encounter tables that weren't given stats in the game.  I intend to design my mega-dungeon using those tables as a framework, and use them heavily in-game, so these stats are necessary.

Luckily for me, the Advanced D&D Monster Manual is quite compatible with what came before it.  There's an entry in there for every one of these monsters except for the white ape, and I used them a lot.  The main alteration that was necessary was in the amount of damage the monsters deal: AD&D uses variable damage dice, while OD&D restricts itself entirely to the use of six-siders.  Not only that, but the damage monsters deal in OD&D is much lower than in AD&D. To get a rough comparison, I used the giants from both editions.  Just to illustrate the difference, a cloud giant in OD&D deals 3d6 damage, while in AD&D that same giant would deal a whopping 6d6.  So I had to scale things down, and the giants were a big help in getting to numbers that I liked.  Luckily, most of the creatures below ended up having damage ranges in AD&D that converted to a single d6, so assume that damage is 1-6 unless I say differently.  I suspect I'll be dealing with higher damage totals for the absent wilderness monsters.

Of the special abilities I had to come up with something for, the giant rat's disease was the most significant.  I was surprised to discover a while back that the disease from giant rats wasn't explained in AD&D, nor was it in AD&D 2nd edition.  Trying to draw as much from the existing rules as I can, I went with a weaker form of the disease caused by mummies.  Instead of the disease causing healing to take ten times as long, I lowered it to five times, and I also made the disease fully curable by Cure Disease.

Other than damage, and altering some special abilities to better for with the OD&D rules, I had to make some decisions about what type of AD&D monster was the correct equivalent.  There are a bunch of giant beetles and giant snakes, so which is OD&D referring to?  I went with the boring beetle for the OD&D giant beetle, as they are the most generic, and match pretty well to the power level of other Level 4 monsters.  For giant hogs I went with the AD&D wild boar.  I considered the giant boar, but it's a little strong for Level 3, and the warthog is much too weak.  I had a harder time with giant snakes, as I couldn't decide between using the poisonous snake or the constrictor.  In the end I split the difference and gave a chance for both to appear, as I think both should be included for maximum trope representation.

The only monster I had to venture outside of the Monster Manual for was the white ape.  Given that it's a creature originating from the John Carter stories of Edgar Rice Burroughs, I drew what stats I could from TSR's Warriors of Mars.  That amounted to a short description, the creature's movement rate, and its Hit Dice total.  The rest I made up, and time will tell if what I created was balanced.  Given their huge size and strength I gave them the same damage as an ogre.  I also figured that, having four arms, they should get multiple attacks per round, and settled on two so as not to make them too much more powerful than the other Level 4 monsters.

Hopefully the write-ups below will prove of use to somebody (although given the proliferation of retro-clones it seems this work has been done many times before me).  I'll probably work on the absent wilderness monsters next, and I may also do write-ups for the various character classes that can be encountered in the dungeons.  It would be handy to have a quick stat-block ready to go for Evil High Priests, Lords, Wizards and the like.

ANT, GIANT

Number Appearing: 1-100
Armor Class: 3
Move in Inches: 18
Hit Dice: 2
% in Lair: 10%
Type or Amount of Treasure: See below
 
It is 90% likely that any group of giant ants encountered will all be workers.  The other 10% of the time, it will be a mixed group of workers and warriors (20% warriors/80% workers).  Warrior ants have 3 hit dice, and if one hits with its mandibles it will also attempt to sting for an additional 1-6+2 damage.  Damage from the sting can be halved by a successful saving throw against poison.
 
If found in their lair (nest) there will be 2-200 worker ants, plus 1 warrior ant for every 5 workers.  The queen will also be present.  The queen ant has 10 hit dice, but she neither moves nor attacks. If she is killed the other ants will become confused (as if affected by the Confusion spell) for six melee rounds, and then leave the nest.
 
Treasure held by ants will be found in the chamber of the queen ant.  There is a 50% chance they will have 3-12 gems, and a 40% chance of 2-8 potions. The egg chamber will be guarded by 5-50 workers and 5 warriors. Giant ant eggs have no normal market value.

BEETLE, GIANT

Number Appearing: 3-18
Armor Class: 3
Move in Inches: 6
Hit Dice: 5
% in Lair: 40%
Type or Amount of Treasure: D

Beetles are non-intelligent, and always hungry.  They do not hear or see well, relying primarily on taste and feel.

Although they favor molds, slimes, and fungi, they feed on virtually any form of organic material, crushing it in their mandibles before eating it. These mandibles deal 2-12 damage with each hit.  Because of the thorough grinding, the only way to revive any character eaten by a giant beetle is by using a Wish. 

CENTIPEDE, GIANT 

Number Appearing: 2-24
Armor Class: 9
Move in Inches: 15
Hit Dice: 1/4 (1-2 hp)
% in Lair: Nil
Type or Amount of Treasure: Nil
 
Giant centipedes are aggressive, and rush forth to bite their prey, injecting poison into the wound.  In many cases this poison is weak and not fatal.  The victim takes no damage from this bite, and also gets a +4 bonus to their saving throw to survive the poison.
 
Due to their small size, centipedes are less likely to resist certain attacks, and suffer a -1 penalty on all saving throws.
 
HOG, GIANT 
Number Appearing: 1-12
Armor Class: 7
Move in Inches: 15
Hit Dice: 3+3
% in Lair: Nil
Type or Amount of Treasure: Nil

Due to their ferocity and large tusks, giant hogs deal 1-6+2 damage on a successful hit. 

A giant hog will fight for 2-5 melee rounds after reaching 0 to -4 hit points but will die
immediately if reduced to -5 hit points or lower.

When encountered in the dungeon, hogs will all be aggressive males. In the wilderness, if more than one hog is encountered, one will be a male and the rest will be sows and sounders (young who do not fight).  There will be a ratio of 1 sow to 4 sounders.  Sows have 3 hit dice, and deal 1-6 damage per attack,

LIZARD, GIANT 

Number Appearing: 2-12
Armor Class: 5
Move in Inches: 15
Hit Dice: 3+1
% in Lair: Nil
Type or Amount of Treasure: Nil

Because of their large maws, giant lizards are able to deliver vicious bites. Any "to hit" score of 20 indicates the creature has snapped both jaws onto its opponent, thus causing double damage (2-12 points).

RAT, GIANT

Number Appearing: 6-36
Armor Class: 7
Move in Inches: 12 (swim 6)
Hit Dice: 1/2 (1-4 hp)
% in Lair: 10
Type or Amount of Treasure: C
  
Giant rats are a plague in many places such as crypts and dungeons.  They will avoid attacking strong parties unless commanded to fight by such creatures as wererats or vampires. They are fearful of fire and flee from it. Giant rats swim quite well, and they can attack in water as well.
 
Any creature bitten by a giant rat has a 5% chance per wound inflicted of contracting a serious disease. If such infection is indicated the victim will become diseased unless a saving throw versus poison is made. This disease will make wounds take 5 times the usual time for healing, but can be fully removed with a Cure Disease spell.
 
SCORPION, GIANT 
Number Appearing: 1-4
Armor Class: 3
Move in Inches: 15
Hit Dice: 5+3
% in Lair: 50%
Type or Amount of Treasure: D
  
Giant scorpions are vicious predators, likely to attack any creature which approaches.  Any creature killed by a scorpion will be dragged to its lair to be eaten.
 
A scorpion will attack three times per round, twice with its huge pincers, and once with its segmented tail, which lashes forward to sting its victim to death with poison. This sting inflicts 1-6 points of damage per hit, and the victim must make a saving throw against poison or die immediately.  The scorpion is able to attack up to 3 different opponents in a single round.
 
Note that if a scorpion somehow manages to sting itself, it will be killed by its own poison.
 
SNAKE, GIANT
Number Appearing: 1-6
Armor Class: 5
Move in Inches: 15
Hit Dice: 4+1
% in Lair: 0%
Type or Amount of Treasure: Nil
 
All giant snakes are carnivorous.  Those encountered will either be constrictors (1-5) or poisonous (6).
 
Constrictor snakes will attack with their bite, and on a successful hit they will constrict their victim.  Beginning on the round after the bite, the victim takes 1-6 points of damage per melee round, with no need for the snake to roll to-hit.  Several strong creatures (such as four humans of 16 or greater strength) will be able to uncoil the snake in 2-5 melee rounds.

Poisonous snakes will deliver their poison with a bite, and anyone struck must make a saving throw against poison or die.  At the referee's options, there may be some varieties of snake with poison so strong that the victim may still take damage on a successful save (1-6, 2-12, or even 3-18).

SPIDER, GIANT

Number Appearing: 1-8
Armor Class: 4
Move in Inches: 3 (12 in web)
Hit Dice: 4+1
% in Lair: 70%
Type or Amount of Treasure: C
 
Giant spiders lie in wait in their webs, weaving their sticky traps horizontally or vertically so as to entrap any creature which touches the web. Some will lurk above a path in order to drop upon prey.  They will flee from superior foes, typically hiding in some secret spot for safety.

The web is as tough and similar to the Web cast from a Staff of Wizardry.
 
The bite of a giant spider is poisonous, and anyone bitten.must save versus poison or be killed.

TOAD, GIANT 

Number Appearing: 1-12
Armor Class: 6
Move in Inches: 6 (6" leap)
Hit Dice: 2+1
% in Lair: 0%
Type or Amount of Treasure: Nil
  
Giant toads are prone to devour any creature which appears edible.
 
They can hop up to 6" in a single round, clearing objects up to 2" in height.  This requires but a single melee round, and the toad can attack in mid-air or at the end of its leap.

WEASEL, GIANT

Number Appearing: 1-8
Armor Class: 6
Move in Inches: 15
Hit Dice: 3+1
% in Lair: 15%
Type or Amount of Treasure: Nil
 
Giant weasels are very vicious and hunt prey aggressively. They will attack until destroyed.
 
When a giant weasel successfully bites its prey, it does not release its jaws, and will suck the blood from its victim.  This begins on the round after the bite, and drains the victim of 1-6 hit points per round. 

If taken before half-grown, and carefully trained, giant weasels can sometimes (25%) be used as hunting animals and guards. When encountered in their lair, there will always be at least 4 giant weasels - two parents and 2-6 young from 10% to 80% mature. The young also attack, doing damage proportional to their development.

Weasel pelts sell for 1,000 to 6,000 gold pieces. 

WHITE APE

Number Appearing: 1-8
Armor Class: 6    
Move in Inches: 12
Hit Dice: 6
% in Lair: 15%
Type or Amount of Treasure: D
 
White apes are enormous, with four arms, white skin and white hair on their heads.  These terrible monsters have an almost human cunning. Many have a rough tribal organization, and those that do always use stone (or some other form of) clubs.
 
Due to their great strength, white apes deal 1-6+2 damage on a successful hit.  They can attack twice per melee round.