Enemy attacks do 1d6 damage unless noted otherwise. When they roll exactly their Attack, their damage is doubled.
Enemy Attack is equal to 11+HD. Enemies of HD 9 or greater only miss when they roll under their target's AC, doubling damage on a roll of 20.
Enemies make saving throws by rolling under 10 + HD on 1d20. Rolling exactly their number means they are immune to that effect for the rest of the encounter.
Enemies of HD 1-3 have one attack per Round, HD 4-7 have two attacks, HD 8-11 have three, and HD 12+ have four.
# Appearing indicates an average group size for a given encounter. The GM should adjust this to taste when creating wandering monster tables and encounters for their own adventures.
HD 7
AC 10
# Appearing 1
Upon waking she weeps, and all who hear it who fail to Save are lost forever. Fall down dead, with no hope of resurrection.
HD 6
AC 6
# Appearing 1d6
May forego moving to hug for 2d6 damage.
Bears will continue to fight beyond the point of mortal damage. At the end of a Round in which the bear took damage and has 0 health, roll equal to or under HD on 1d20. On a success, the bear continues fighting.
HD 10
AC 6
# Appearing 1d3
When the black pudding attacks and misses, reduce the AC of the enemy's armour by 1. If the enemy is unarmoured deal 1d3 damage even on failed attacks.
When struck with slashing or lightning attacks the black pudding divides instead of taking damage. Split its HD among the new puddings.
HD 3
AC 3
# Appearing 1d6
Enemies struck by the carrion crawler must make a Brawn saving throw or be paraylsed for 1d6 Rounds.
HD 2
AC 3
# Appearing 1d20
Crushing grip deals 2d6 damage to enemies wearing light or no armour.
HD as enemy
AC as enemy
# Appearing 2d6+1
Know thyself.
HD 10 or more
AC equivalent to HD
# Appearing 1
Every third Round the dragon exhales. 3d6+HD damage.
Vain and greedy, a dragon is always open to offers of great wealth in exchange for mercy.
HD 4
AC 3
# Appearing 1
Invisible until it moves.
Those consumed are paralysed.
HD 10
AC 10/0
# Appearing 1
Can only be harmed by magic weapons or silver. When invisible, AC is 10. Becomes semi-visible to attack (AC 0) for one Round.
When struck by a ghost, age 1d3x10 years instantly.
While invisible the ghost can attempt to possess creatures it can see. Cunning save to resist.
HD 3
AC 5
# Appearing 1d6+2
Never surprised on their webs.
Attacks twice per Round.
HD 1
AC as Armour
# Appearing 4d6
Damage as Weapon.
They don't test Morale, they simply flee. Some call it cowardice. They call it survival.
HD 12
AC as Armour
# Appearing 2d6
Damage as Weapon+1d6.
2-in-6 chance they catch missiles, returning them to their point of origin.
HD 8-12
AC 16 minus HD
# Appearing 1
Damage as Weapon+1d6.
Never surprised. Rituals it witnesses being cast fizzle out with no effect. On its go in combat it only moves, but it shoots each enemy with its eye beams at the end of their go.
HD 15
AC 7
# Appearing 1
Damage 2d6.
When it deals 8 or more damage it swallows its foe. A swallowed creature dies in 1d6 Rounds and digested in 1d6 hours. Death in this manner prevents being raised from the dead.
HD 5
AC 9
# Appearing 1d3
Metal weapons deal no damage, turning instantly to rust.
When the rust monster attacks, reduce the AC of the enemy's armour by 1 unless the rust monster rolled over its Attack. If it rolls exactly the enemy's AC, reduce it by 2.
HD 3
AC 7
# Appearing 1d20+1
Can only be harmed by silver or magic. When struck, Brawn save of lose 1 point of Brawn permanently in addition to normal damage.
HD 6
AC 5
# Appearing 2d6
Heals 1d6 health each Round it wasn't struck by fire or acid. Each time they reach 0 health and are left to recover, gain 1 HD.
Roll Morale immediately if it sees fire.
HD 4
AC 5
# Appearing 3d6
Deals damage directly to Cunning, bypassing health. This damage doesn't recover through rest. Characters reduced to 0 Cunning die, rising again as wights under the control of the one who killed them in 1d6 days.