Any of the races that are similar to humans, dwarves, elves and halflings but are typically less evolved (less intelligent, less civilized and more warlike):
- Armor Class: 15
- Hit Dice: 5 + 2
- Attacks:
- Claws (1d4 +2) + Weak Poison
- Claws (1d4 +2) + Weak Poison
- Special Defenses:
- Save As: Fighter
- Morale: 10
- Experience Points: 450
Description: Bog crones are loathsome and repugnant fey who dwell in marshlands, swamps and other watery environs. They stand near seven feet tall hunched over, have sickly blue-white skin and long white hair. Bog crones are master potion makers, attack with poisonous claws and exude an aura of decay and death.
- Armor Class: 15
- Hit Dice: 4
- Attacks:
- Sword (1d6 +1) + Weak Poison
- Special Defenses:
- Save As: Thief
- Morale: 10
- Experience Points: 90
Description: Essentially an even stronger version of a Chegorian thug, these Ultimate assassins wear leather armor and wield a poisoned short sword and short bow.
- Armor Class: 18
- Hit Dice: 5
- Attacks:
- Special Defenses:
- Save As: Cleric
- Morale: 11
- Experience Points: 250
Description: Consumers of the vile Nemefruit but casting priestly magic, these fifth-level clerics wield plate armor, shields and maces on the battlefield.
- Armor Class: 14
- Hit Dice: 3 + 2
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 10
- Experience Points: 75
Description: Born and raised (and then corrupted) within the wicked island nation of Chegoria, this thug is effectively a third level fighter, wearing leather armor and carrying a longsword and shield.
- Armor Class: 20
- Hit Dice: 8 + 2
- Attacks:
- Fists (1d8)
- Fists (1d8)
- Lifeforce Drain
- Special Defenses:
- Save As: Fighter
- Morale: 10
- Experience Points: 945
Description: Treants are large, roughly humanoid tree-men with deep green leaves during the spring and summer and legs that fit together when closed to look like the trunk of a tree (and hence indistinguishable from a tree when motionless). Treants stand about 30 feet tall and weigh over two tons. Cursed treants are somewhat stronger than normal treants, not only possessing the ability to attack with two large fists but able to drain the lifeforce from its victims as well (Save vs. Poison or lose one hit point permanently). Treants can speak Common and Elvish.
- Armor Class: 16
- Hit Dice: 6
- Attacks:
- Sword (1d6 +1) + Weak Poison
- Special Defenses:
- Save As: Thief
- Morale: 11
- Experience Points: 125
Description: This sixth-level drow assassin wears dark leather armor and wields a short sword and short bow (both of which are poisoned).
- Armor Class: 19
- Hit Dice: 6
- Attacks:
- Special Defenses:
- Save As: Cleric
- Morale: 12
- Experience Points: 275
Description: Sixth level dark elf cleric in full plate armor and shield with third level spells.
- Armor Class: 21
- Hit Dice: 6 + 3
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 12
- Experience Points: 425
Description: Novice (sixth level) fighter dark elf fighter who typically wears magical plate mail armor and carries a magical longsword and magical metallic shield.
- Armor Class: 16
- Hit Dice: 6
- Attacks:
- Special Defenses:
- Save As: Magic-User
- Morale: 12
- Experience Points: 275
Description: Sixth level dark elf magic-user with third level spells.
- Armor Class: 13
- Hit Dice: 3 + 3
- Attacks:
- Sword (1d6 +1)
- Sword (1d4)
- Special Defenses:
- Save As: Fighter
- Morale: 10
- Experience Points: 75
Description: Third level fighter typically not wearing any armor but wielding both a sword and dagger.
- Armor Class: 15
- Hit Dice: 4
- Attacks:
- Special Defenses:
- Save As: Magic-User
- Morale: 6
- Experience Points: 100
Description: Dryads are female nature spirits, each mystically bound to a single, enormous oak tree that they never stray from. A dryad's delicate features are much like a female elf's and her hair is like a canopy of leaves that changes color with the seasons. Shy, intelligent and resolute, dryads avoid physical combat and are rarely seen unless they wish to be. If threatened (or in need of an ally), they can use a sort of Charm Person magic to protect themselves.
- Armor Class: 14
- Hit Dice: 3 + 3
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 12
- Experience Points: 75
Description: Third level fighters typically wearing leather armor and carrying a club and shield.
- Armor Class: 15
- Hit Dice: 4 + 3
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 12
- Experience Points: 125
Description: Dwarven thugs typically wear chain armor and carry poisoned daggers or shortswords in combat.
- Armor Class: 15
- Hit Dice: 3
- Attacks:
- Sword (1d6 +1) + Weak Poison
- Special Defenses:
- Save As: Thief
- Morale: 10
- Experience Points: 75
Description: Feleins are cat-faced humanoid creatures, typically a bit shorter than an average human with fur of all different colors and patterns. Strong, curious and defensive, felein assassins typically wear leather armor and attack with poisoned shortswords and bows.
- Armor Class: 17
- Hit Dice: 5 + 2
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 12
- Experience Points: 250
Description: Feleins are cat-faced humanoid creatures, typically a bit shorter than an average human with fur of all different colors and patterns. Strong, curious and defensive, felein champions are as powerful as felein get and typically wear plate armor, use metallic shields and attack with magical swords.
- Armor Class: 16
- Hit Dice: 4 + 2
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 12
- Experience Points: 135
Description: Feleins are cat-faced humanoid creatures, typically a bit shorter than an average human with fur of all different colors and patterns. Strong, curious and defensive, felein leaders typically wear chain mail or plate armor and attack with swords or polearms.
- Armor Class: 12
- Hit Dice: 3
- Attacks:
- Special Defenses:
- Save As: Magic-User
- Morale: 12
- Experience Points: 95
Description: Feleins are cat-faced humanoid creatures, typically a bit shorter than an average human with fur of all different colors and patterns. Strong, curious and defensive, felein magic-users can typically wield both first and second level spells.
- Armor Class: 14
- Hit Dice: 2 + 2
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 12
- Experience Points: 75
Description: Feleins are cat-faced humanoid creatures, typically a bit shorter than an average human with fur of all different colors and patterns. Strong, curious and defensive, felein soldiers typically wear leather or chain mail armor and attack with swords or polearms.
- Armor Class: 15
- Hit Dice: 4
- Attacks:
- Special Defenses:
- Save As: Cleric
- Morale: 12
- Experience Points: 155
Description: Feleins are cat-faced humanoid creatures, typically a bit shorter than an average human with fur of all different colors and patterns. Strong, curious and defensive, felein witchdoctors can typically wield both first and second level cleric spells.
- Armor Class: 17
- Hit Dice: 7 + 2
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 12
- Experience Points: 600
Description: Feleins are cat-faced humanoid creatures, typically a bit shorter than an average human with fur of all different colors and patterns. Strong, curious and defensive, Flavit himself is as powerful as felein get and wears plate armor, uses a metallic shield and attacks with a magical sword.
- Armor Class: 14
- Hit Dice: 3 + 3
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 12
- Experience Points: 75
Description: Third level fighters typically wearing leather armor and carrying a longsword and shield.
- Armor Class: 15
- Hit Dice: 5
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 12
- Experience Points: 360
Description: Hobgoblins are larger cousins of goblins, being about the same size as humans. They have dark orange or red-orange skin, reddish-brown to dark gray hair, yellowish eyes and teeth and large males have blue or red noses. Hobgoblin garments tend to be brightly colored, their weaponry is kept polished and they wear toughened hides and wooden shields for armor. They are cruel and calculating warriors, always looking to exploit those weaker than themselves. Hobgoblin chieftains wear chainmail armor and are unusually strong.
- Armor Class: 14
- Hit Dice: 3 + 3
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 12
- Experience Points: 75
Description: Third level fighters typically wearing leather armor and carrying a longsword and shield.
- Armor Class: 11
- Hit Dice: 1
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 6
- Experience Points: 10
Description: Kobolds are small, dog-faced reptilian humanoids, standing two to three feet tall and weighing 40-50 pounds. They prefer ranged combat, closing only when they can see that their foes have been weakened. Kobolds typically wear leather armor in battle.
- Armor Class: 14
- Hit Dice: 2
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 10
- Experience Points: 75
Description: Kobolds are small, dog-faced reptilian humanoids, standing two to three feet tall and weighing 40-50 pounds. They prefer ranged combat, closing only when they can see that their foes have been weakened. Kobolds typically wear leather armor in battle, but this chieftain is wearing something more like chain armor.
- Armor Class: 10
- Hit Dice: 0 + 2
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 8
- Experience Points: 5
Description: Regular farmers who work the fields outside of a major town or city, these people are angry about something and want to crack a few skulls!
- Armor Class: 18
- Hit Dice: 3
- Attacks:
- Special Defenses:
- Save As: Cleric
- Morale: 12
- Experience Points: 150
Description: Fiercely dedicated to the Sislan Way, this third level cleric is dressed from head to toe in gleaming plate mail and his shield depicts his status as a Paladin of Sisla.
- Armor Class: 16
- Hit Dice: 8
- Attacks:
- Claws (1d8)
- Claws (1d8)
- Bite (1d12)
- Darkness
- Special Defenses:
- Regeneration (3 hp/round)
- Revived Upon Defeat (darkness)
- Save As: Fighter
- Morale: 10
- Experience Points: 945
Description: Night trolls are a shadowy relative of the common troll native to the planes of shadow and rarely found on the material plane except when summoned or when rifts form between planes. They lurk in areas shrouded in perpetual darkness and are fearsome predators with purplish black skin and long, lanky hair. They are incredibly quiet and stealthy (often attacking with surprise) and have the ability to cast magical darkness. Like common trolls, night trolls have the power of regeneration as well, receiving three lost hit points per round. Moreover, they cannot be truly defeated until exposed to light.
- Armor Class: 16
- Hit Dice: 8
- Attacks:
- Claws (1d8)
- Claws (1d8)
- Bite (1d12)
- Special Defenses:
- Regeneration (3 hp/round)
- Revived Upon Defeat (darkness)
- Save As: Magic-User
- Morale: 11
- Experience Points: 1250
Description: Night trolls are a shadowy relative of the common troll native to the planes of shadow and rarely found on the material plane except when summoned or when rifts form between planes. They lurk in areas shrouded in perpetual darkness and are fearsome predators with purplish black skin and long, lanky hair. They are incredibly quiet and stealthy (often attacking with surprise) and have the ability to cast magical darkness. Like common trolls, night trolls have the power of regeneration as well, receiving three lost hit points per round. Moreover, they cannot be truly defeated until exposed to light. This individual troll has magic-user capabilities as well!
- Armor Class: 14
- Hit Dice: 1
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 8
- Experience Points: 25
Description: Orcs are grotesque humanoids bent on war and domination. They have lupine ears, reddish eyes, truncated, upturned noses and black hair. An adult male orc is a little over six feet tall. Orcs prefer wearing vivid colors such as blood red, mustard yellow, yellow-green and deep purple. They utilize all manner of weapons and armor scavenged from the battlefield.
- Armor Class: 17
- Hit Dice: 8
- Attacks:
- Special Defenses:
- Immune to 1st/2nd Level Spells
- Save As: Magic-User
- Morale: 12
- Experience Points: 600
Description: Eighth level human magic-user who has survived the ritual of Rebirth but has not yet formally joined the Inner Circle. Able to cast fourth-level magic-user spells, proto-Truistics are quite the adversary!
- Armor Class: 19
- Hit Dice: 8
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 9
- Experience Points: 945
Description: Treants are large, roughly humanoid tree-men with deep green leaves during the spring and summer and legs that fit together when closed to look like the trunk of a tree (and hence indistinguishable from a tree when motionless). Treants stand about 30 feet tall and weigh over two tons, attacking with two large fists when provoked. Treants speak Common and Elvish as well as their native language.
- Armor Class: 20
- Hit Dice: 8 + 8
- Attacks:
- Bite (2d6 +3) + Level Drain
- Charm Person (no limits)
- Special Defenses:
- Immune to Sleep
- Immune to Charm Person
- Immune to Hold Person
- Immune to Normal Weapons
- Save As: Fighter
- Morale: 11
- Experience Points: 1200
Description: Appearing as they did in life but casting no shadows or reflection in a mirror, vampires can charm anyone who meets their gaze and can assume the form of a giant bat on command. If a vampire successfully bites an opponent, an energy level may be lost and the monster attaches itself to its victim, automatically hitting in subsequent rounds. Like all undead, vampires may be turned by clerics and are immune to sleep, charm and hold magic. They also cannot be harmed by non-magical weapons. When reduced to zero hit points, vampires are not slain but instead return to their coffin to regenerate.
- Armor Class: 15
- Hit Dice: 4
- Attacks:
- Bite (2d6 +3) + Level Drain
- Special Defenses:
- Immune to Sleep
- Immune to Charm Person
- Immune to Hold Person
- Immune to Normal Weapons
- Save As: Fighter
- Morale: 9
- Experience Points: 350
Description: Undead creatures that are created when vampires slay mortals, they appear much as they did in life but remain bound to their coffins and the soil of their graves. If a vampire spawn successfully bites an opponent, an energy level may be lost and the monster attaches itself to its victim, automatically hitting in subsequent rounds. Like all undead, vampire spawn may be turned by clerics and are immune to sleep, charm and hold magic. They also cannot be harmed by non-magical weapons.
- Armor Class: 13
- Hit Dice: 3
- Attacks:
- Special Defenses:
- Immune to Normal Weapons
- Immune to Charm Person
- Immune to Hold Person
- Save As: Fighter
- Morale: 8
- Experience Points: 175
Description: A wererat in human form tends to be a thin, wiry individual of shorter than average height, with eyes constantly darting around. Wererats are immune to normal weapons and frequently lair in sewers or underground areas.
- Armor Class: 11
- Hit Dice: 0 + 3
- Attacks:
- Special Defenses:
- Save As: Fighter
- Morale: 9
- Experience Points: 10
Description: Young human males trained to farm but ready to act as bullies and even thugs as well.