Monsters G


Gargoyle

HD 4 | AC 14 | HP 16 | Darkvision | Immune: non-magical weapons
Atk bite (d6), horns (d4), 2 claws (d3) | Mv Normal, Fly Fast | Ml 11 | XP 160
Stone Form: Indistinguishable from statue when motionless. Edge on first attack from ambush.
Patient hunters that perch on ruins for years, waiting for prey to pass below.


Gelatinous Cube

HD 4 | AC 11 | HP 16 | Blindsight
Atk pseudopod (2d4) | Mv Slow | Ml 12 | XP 160
Engulf: DC 8 STR or paralyzed (60 minutes). Nearly invisible until you walk into it.
Transparent 10’ cube. Sloshes through corridors, engulfing debris and the unwary. Often contains undigested treasure.


Ghast

HD 4 | AC 13 | HP 16 | Darkvision
Atk 2 claws (d4), bite (d8) | Mv Normal | Ml 9 | XP 160
Stench: DC 8 CON or Setback while within Near. Paralysis: DC 12 STR or Paralyzed (5d4 rounds). Elves NOT immune.
Bloated, rotting, and reeking. The stronger cousin of the common ghoul.


Ghoul

HD 2 | AC 13 | HP 8 | Darkvision
Atk 2 claws (d3), bite (d4) | Mv Normal | Ml 9 | XP 40
Paralysis: DC 8 STR or paralyzed (3d6×10 minutes). Elves immune.
Grave-stench and too-long fingers. Once human, now endlessly hungry.


Giant, Cloud

HD 12 | AC 15 | HP 48 | Darkvision
Atk morningstar (6d6) or rock (6d6, Far) | Mv Fast | Ml 10 | XP 1440
Keen smell. Can detect food, enemies, and Englishmen.
Cunning giants dwelling in cloud-castles. Fabulously wealthy and dangerously clever.


Giant, Fire

HD 11 | AC 15 | HP 44 | Immune: Fire
Atk greatsword (5d6+d6 fire) or rock (5d6, Far) | Mv Normal | Ml 10 | XP 1210
Heated Weapons: Melee attacks deal +d6 fire damage (included above).
Forge weapons in rivers of lava. Their blades glow red-hot. Master smiths and brutal warriors.


Giant, Frost

HD 10 | AC 15 | HP 40 | Immune: Cold
Atk greataxe (4d6) or rock (4d6, Far) | Mv Normal | Ml 10 | XP 1000
Reckless: Edge on attacks, but attacks against them also have Edge.
Raiders and plunderers of northern lands. View retreat as cowardice and fight to the death.


Giant, Hill

HD 8 | AC 15 | HP 32
Atk greatclub (2d8) or rock (2d8, Near) | Mv Normal | Ml 9 | XP 640
Crushing Blow: Rock throws knock prone (DC 12 STR to stay standing).
The least and most brutish of giants. Cave-dwellers dressed in pelts and uncured hides. Dull and hungry.


Giant, Stone

HD 9 | AC 15 | HP 36
Atk greatclub (3d6) or rock (3d6, Far) | Mv Normal | Ml 9 | XP 810
Stone Camouflage: Edge on ambush in rocky terrain. Expert throwers—can ricochet rocks around corners.
Mountain-dwellers who blend with the stone. Travelers rarely return from their domain.


Giant, Storm

HD 15 | AC 17 | HP 60 | Immune: Lightning
Atk greatsword (7d6) or rock (3d6, Far) or lightning bolt | Mv Fast | Ml 10 | XP 2250
Lightning Bolt: DC 16 DEX or 15d6 lightning (1/day). Can control weather. Breathe underwater.
The mightiest and most noble of giants. Dwell in cloud-castles or undersea palaces. Generally peaceful unless provoked.


Gnoll

HD 2 | AC 14 | HP 8 | Darkvision
Atk bite (d4), spear (d6) or longbow (d8) | Mv Normal | Ml 8 | XP 40
Pack Tactics: Edge when ally within 5’.
Hyena-headed raiders. Hunt in packs, laughing as they kill.


Gnoll Chieftain

HD 4 | AC 15 | HP 16 | Darkvision
Atk bite (d6), greataxe (d10) | Mv Normal | Ml 9 | XP 160
Pack Tactics: Edge when ally within 5’. Rampage: On dropping a foe, can move and attack again.
The biggest and most vicious of the pack. Leads by fear and hunger.


Gnome

HD 1 | AC 14 | HP 4 | Darkvision
Atk war hammer (d6) or crossbow (d6) | Mv Normal | Ml 8 | XP 10
Illusionist magic: 20% can cast Phantasmal Force 1/day. Detect slopes and stonework like dwarves.
Shorter than dwarves, bearded, fond of gems and practical jokes.


Goblin

HD 1 | AC 13 | HP 4 | Darkvision
Atk weapon (d6) | Mv Normal | Ml 7 | XP 10
Sunlight Sensitivity: Setback in bright light. Slippery: Can disengage freely after attacking.
Small green-skinned raiders. Attack in swarms, flee when outmatched.


Goblin Boss

HD 3 | AC 15 | HP 12 | Darkvision
Atk scimitar (d8) | Mv Normal | Ml 8 | XP 90
Sunlight Sensitivity: Setback in bright light. Redirect Attack: When missed, can force nearby goblin to take the hit instead.
Rules through cruelty and cunning. Always has minions between itself and danger.


Golem, Flesh

HD 8 | AC 10 | HP 32 | Darkvision | Immune: non-magical weapons, most spells
Atk 2 fists (2d8) | Mv Normal | Ml 12 | XP 640
Slowed by fire/cold. Lightning heals it. Only +1 weapons harm it.
Stitched from corpse-parts. Shambling horror of stolen flesh.


Golem, Iron

HD 16 | AC 14 | HP 64 | Darkvision | Immune: non-magical weapons, most spells
Atk 2 fists (4d8) | Mv Normal | Ml 12 | XP 2560
Poison Breath: DC 20 CON or 3d6 poison (Near radius). Slowed by lightning. Fire heals it. Only +3 weapons harm it.
Hulking statue of iron. Unstoppable guardian of ancient vaults.


Golem, Stone

HD 12 | AC 14 | HP 48 | Darkvision | Immune: non-magical weapons, most spells
Atk 2 fists (3d8) | Mv Normal | Ml 12 | XP 1440
Slowed by fire. Rock-to-mud damages, reverse heals. Only +2 weapons harm it.
Massive animated statue. Patient, tireless, utterly loyal to its creator.


Gorgon

HD 8 | AC 17 | HP 32 | Darkvision
Atk gore (2d6) | Mv Fast | Ml 8 | XP 640
Petrifying Breath: DC 12 CON or petrified (Near range).
Iron-scaled bull. Snorts clouds of stone-making vapor.


Gray Ooze

HD 3 | AC 11 | HP 12 | Blindsight | Immune: spells, fire, cold, bludgeoning
Atk pseudopod (2d8) | Mv Normal | Ml 12 | XP 90
Acid: DC 8 CON or metal armor/weapon rusts through.
Looks exactly like wet stone. A patient predator.


Green Slime

HD 2 | AC 14 | HP 8
Atk touch (special) | Mv None | Ml 12 | XP 40
Transform: DC 8 CON or flesh/metal begins turning to slime. Killed by fire or cold. Cure Disease halts transformation.
Not a monster—a hazard. Drips from dungeon ceilings onto the unwary.


Griffon

HD 7 | AC 16 | HP 28 | Darkvision
Atk beak (2d8), 2 claws (d4) | Mv Normal, Fly Fast | Ml 8 | XP 490
Eagle head and wings, lion body. Nest in mountain aeries.
Fledglings can be trained as mounts—eggs fetch fortunes.