Monsters E
Eagle, Giant
HD 4 | AC 12 | HP 16 | Darkvision
Atk 2 talons (d4), bite (2d4) | Mv Normal, Fly Fast | Ml 8 | XP 160
Snatch: On talon hit, DC 8 STR or grabbed. Drops victims for fall damage. Can also drop stones (2d6).
Intelligent and proud. Speak their own tongue. Sometimes ally with those who respect the high places.
Eel, Giant
HD 5 | AC 13 | HP 20 | Blindsight
Atk bite (3d6) | Mv Swim Fast | Ml 7 | XP 250
Ambush: Edge when striking from concealment.
Twelve feet of muscle and teeth, lurking in underwater caves. Patient hunters that strike from darkness.
Efreet
HD 10 | AC 17 | HP 40 | Darkvision | Immune: Fire
Atk scimitar (3d8) | Mv Normal | Ml 10 | XP 1000
Wall of Fire: DC 16 DEX or 2d6 fire. Wishes: Bound efreet grant 3 wishes (twist words maliciously).
Fire genies from the City of Brass. Can be enslaved but scheme constantly for freedom. Cruel and proud.
Elemental, Air
HD 8/12/16 | AC 17 | HP HD×4 | Darkvision
Atk slam (2d8) | Mv Fly Fast (Hover) | Ml 10 | XP varies
Whirlwind: DC 12/16/16 STR or hurled (3d6 damage). Affects creatures of 1 HD or less.
Living wind given terrible purpose. Barely intelligent but powerful as storms.
Elemental, Earth
HD 8/12/16 | AC 17 | HP HD×4 | Darkvision | Tremorsense
Atk slam (4d8) | Mv Normal, Burrow Normal | Ml 10 | XP varies
Grounded: Setback on damage vs airborne foes. Can tear down castle walls (1d4+4 rounds) or entire castles (1 hour).
Hulking man-shapes of rock and soil. Silent, patient, and relentless.
Elemental, Fire
HD 8/12/16 | AC 17 | HP HD×4 | Darkvision | Immune: Fire
Atk touch (4d8 fire) | Mv Fast | Ml 10 | XP varies
Touch ignites flammables (item save per Referee).
Formless masses of flame with vaguely human shape.
Elemental, Water
HD 8/12/16 | AC 17 | HP HD×4 | Darkvision
Atk slam (3d10) | Mv Swim Fast | Ml 10 | XP varies
Tethered: Cannot move more than Far from large water. Setback on damage vs foes not in water. Can overturn ships (1d4+4 rounds).
Crashing wave given form and fury. Drags victims into the deep.
Elephant
HD 9 | AC 14 | HP 36
Atk 2 tusks (2d4), trample (4d8) | Mv Fast | Ml 8 | XP 810
Trample: Charge attack on first round. Intelligent, can be trained for war.
Long memories and short tempers. War elephants carry howdahs and trample anything in their path.
Elf
HD 1 | AC 14 | HP 4 | Darkvision | Immune: ghoul paralysis
Atk sword (d8) or longbow (d8) | Mv Normal | Ml 8 | XP 10
Detect secret doors. May cast one spell per day.
Long-lived and fey-touched. Ancient and proud.
Ettin
HD 10 | AC 16 | HP 40 | Darkvision
Atk 2 clubs (3d6 each) | Mv Normal | Ml 9 | XP 1000
Two heads—never surprised. Can attack two different targets.
Stinking, dim-witted two-headed giants. Argue with themselves constantly.