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M O N STER M AN UAL ‘TEASER’

The following document presents a sampler of material that will appear in the forthcoming
Monster Manual for 27th edition Platemail. The final document will be ~60 pages long and
contain ~150 creatures.

EXPLANATORY NOTES
Hits: The creatures total number of hits when healthy and rested.
Combat pool: The number of dice available in skirmish and dueling combat
Arm or Class: The target number for attacks directed against the creature.
DR: Damage reduction; the penalty to damage rolls made against the creature using the
Consequences table.
Skirmish: The creature’s modifier for skirmish attacks (reflecting a balance of abilities to
attack, penetrate armor and deliver damage).
Dueling: The creature’s modifiers in dueling combat, including to attack (A), to damage rolls
on the consequences table (D), to parry (P), and reach (R).
Treasure: Modifier to treasure rolls; see Appendix IV for details. Nil indicates usually no
treasure.
M orale: The creatures modifier to morale checks.
M ovement rate: Base movement rate in meters per turn.
Initiative: Modifier to initiative rolls.
Special: Any special abilities or attacks; these are often detailed in the accompanying text.

G oblin and O rc races: The various races of goblin and orc are fell, wicked humanoids
that make for good bad guys in any campaign. These exist in two distinct groups of races:
the goblinoids and the orcs.
Goblinoids include Goblins, Hobgoblins and Bugbears. They are fey, often magical
creatures who have more in common with elves, leprechauns and other fairy folk than they
do with any other kind of humanoid. Goblinoids can co-exist with other humanoids despite
their wicked nature, and frequently engage in trade and diplomacy with men. Nevertheless,
they are avaricious and have great potential for mischief. Goblinoid kingdoms are ruled by
the relatively small but intelligent Goblins, with Hobgoblins serving as their soldiers and
military leaders. Bugbears are large, powerful brutes who either form self-sufficient tribes
(which generally must turn to banditry to survive) or may be incorporated into a Goblin
kingdom as shock-troops or a Goblin-king’s body guard.
Orcs are depraved, entirely wicked humanoids that may be descended from man’s
ancestors, or perhaps are the product of sorcerous experimentation on elves, men or other
humanoids. They live in violent, tempestuous tribal societies, ruled by strong war lords and
showing no capacity for diplomacy or rational co-existence with other humanoids. Warfare
between orc tribes is common. Orcs come in a wide variety of shapes and sizes, but three
main types are recognized: The Snagga are a small, nimble type who generally work as
scouts and slaves of their betters; Uruk-Hai are powerfully muscled, violent warriors who
inevitably rule any group of orcs in which they are found; Uruks, or simply ‘orcs’, are the
common variety of stooped, bandy-legged roughly man-sized degenerates. All dislike and
avoid bright natural sunlight.

The undead: The undead are beings whose living bodies remain animated after death.
Some are mindless automatons, but others also retain intelligence and even magical powers
they once had in life. All are corrupted by the vile magic that keeps them alive and are sure
to turn to evil sooner or later. All corporeal undead can be destroyed by physical means.
However, because their bodies are animated by magic rather than the beating hearts of
living things, they are very hearty. Unless otherwise noted, an undead being is never
destroyed through accumulated hit loss to wounds, unless that damage comes from fire or
acid. And, (also unless otherwise noted) they are unaffected by most effects from the
consequences table. The only way to make a physical impression on them is through an ‘X’ or
‘I’ effect on the consequences table (even the living dead take notice if you hack off their
arms). Many undead beings are harmed by all sorts of mundane damage; others are only
harmed by magic weapons or spells or have other immunities. See each one’s description for
details. On the other hand, the undead also do not heal normally (unless they have a
regenerative capacity, like Vampires). So, unless they find some means of magical healing or
repair, any injury they receive is permanent. For these reason, old undead are often covered
in grisly, disfiguring gashes, even when they still function.
The undead can be created by arcane magic, using the spells Skeleton, Black Binding, or
Become Undead. They can also be temporarily animated by the Awake the Dead spell.
Finally, they can be summoned. Undead are classified into two categories: Lesser Undead,
including Ghouls, Skeletons, and Zombies, and Greater Undead, including Mummies,
Nazgul, Vampires, Wraiths, and the Worm the Walks.

Demons: Demons are supernatural inhabitants of planes of existence that are consumed by
physical torments and madness. Demons are diverse, ranging from fiery monstrosities to
subtle seducers to warped, smelly gnomes. They are classified by type: Lesser demons are
typically no more powerful than the summoning sorcerer, but have unique abilities and
knowledge; examples include the Barbed Devil, Hell Hound, Imp, and Succubus (Incubus).
Major demons are mighty beings beyond the capabilities of most mortals; an example is the
Bälrog. Demon Lords are unique entities, the nobility of the plane(s) from which demons
come. The are nearly god-like in their power, and some are worshiped. An example provided
here is Baalzebul.

THE BEASTS
Bälrog: An evil demonic being who serves a demon lord (though some wander loose in the
world). They commonly fight with a large flaming sword in one hand and a whip with many
lashes in the other. The latter weapon is employed to entangle their foe and drag him into the
flames that the demons are able to create around themselves. A victim who is wrapped in
their whip and dragged into the flames takes 2 hits of fire damage per turn until he can free
himself. They shed darkness that fills a 30 yard area centered on themselves at will. Their
other spell-like abilities (all of which can be done at will) are: Fear, Fire, Control Person,
Telekinesis, Sleep and Confusion. They can cast all counter spells. They also have the
following special abilities: understand and read all languages, detect invisible objects,
summon a lesser demon at will. With proper invoking, offerings, and promises a Bälrog
might be convinced to co-operate with a character or group for a time. Naturally, the demon
will attempt to assume/usurp command at every opportunity. Bälrogs are often surrounded
by a collection of evil monsters that are drawn to their power.
Hits: 10 Dueling: A: +3 D: +2 P: +1 R: +2
Combat pool: 10 Treasure: +2 Morale: +3
Armor Class: 7 DR: -1 Movement rate: 25 Initiative: +1
Skirmish: +3 Special: Numerous; see above

Bear: Bears are usually found alone, though a pair may be encountered. If you encounter a
mother with her cubs she will be ferocious (as the gift, providing a +1 attack bonus); she will
attack if she feels the cubs are in any possible danger.
Black
Hits: 3 Dueling: A: 0 D: 0 P: NA R: -1
Combat pool: 3 Treasure: Nil Morale: +1
Armor Class: 4 DR: 0 Movement rate: 25 Initiative: +1
Skirmish: 0 Special:

Grizzly
Hits: 5 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 5 Treasure: Nil Morale: +2
Armor Class: 4 DR: -1 Movement rate: 30 Initiative: +1
Skirmish: +1 Special:

Cave
Hits: 6 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 5 Treasure: Nil Morale: +2
Armor Class: 4 DR: -1 Movement rate: 25 Initiative: +1
Skirmish: +1 Special:

Black pudding: A black pudding is a group of single cells. It is a scavenger/hunter


normally found only in underground areas. The black pudding can flow through narrow
openings as small as a crack under a door, and can move across walls and ceilings. The
black pudding attacks by enveloping its prey, at which point suffocation and digestion are
unavoidable. Its tiny mouths and saliva do 2 hits of damage per turn to exposed flesh; armor
delays this damage 1 turn, but is then useless (and destroyed). The Black Pudding moves
more slowly than most humanoids, but it can lie in wait ,and a large one might corner you in
hallway or other small space. The monster can dissolve wood, leather or other organic
matter in order to obtain food. If chopped or struck or blasted with lightning, the monster is
unharmed, but if damage in a single turn equals half its total it will bisect into two smaller
parts, each able to attack. Cold does not affect it. Fire causes normal damage to this
monster, and they avoid flames. Black puddings sometimes have color variation, grey,
brown, and white being not uncommon.
Hits: 8-12 Dueling: A: +1 D: 0 P: NA R: -1
Combat pool: 4-6 Treasure: Nil Morale: +2
Armor Class: 4 DR: special Movement rate: 10 Initiative: -1
Skirmish: +1 Special: Acid attack; invulnerabilities

Bugbear: Bugbears are the largest of the goblin races. Though stupider than goblins, they
are too large and aggressive to be used as goblin slaves and cannon fodder. Instead, they
typically live as independent tribes. A particularly powerful goblin chieftain might have a
group of bugbears as an elite bodyguard or group of shock troops.
Hits: 3 Dueling: A: +1 D: +1 P: 0 R: 0
Combat pool: 3 Treasure: 0 Morale: +1
Armor Class: 5 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: +1 Special:

Cat, G reat: A lion, tiger, panther or similar large, carnivorous feline.


Hits: 3-6 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 3-6 Treasure: Nil Morale: +1
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: +1
Skirmish: +1 Special: Sneak, Tracking and Perception common

Djinni (Greater Spirit): The Djinn are creatures from the aerial plane. Their magical
properties enable them to do any of the following once per day: create nutritious food for 2d
persons, create water or wine for 2d persons, create soft goods or wooden items, create
durable stone or metal items that persist for one day), create an illusion which will last without
concentration until magically dispelled or touched, or become invisible. A Djinn always has
powers and immunities of an air elemental, and can form a whirl wind at will to attack
physical beings like an air elemental. Over the course of 1 turn, they can transform into a
whirlwind (and another turn to transform back to humanoid shape). Djinni are often
summoned for the purpose of enslavement by wizards powerful enough to control them.
Some exceptionally powerful djinni (the ‘noble djinni’) are able to grant three wishes to a
master, but will do no other services, and upon granting the third wish he is freed of
servitude. Djinn can speak their own tongue and that of any person or beast with intelligence
they meet through a limited form of telepathy. The social structure of Djinn society is based on
rule by a Caliph served by various nobles and officials (vizers, beys, emirs, sheiks, sherrifs,
and maliks).
Hits: 7 Dueling: A: +1 D: 0 P: NA R: 0
Combat pool: 5 Treasure: +2 Morale: +1
Armor Class: 5 DR: 0 Movement rate: 20/40 Initiative: +1
Skirmish: 0 Special: spell like and elemental powers

Dogs: Dogs are the oldest domesticated animals, and the closest to men. Adventurers are
well advised to spend a few pennies on a couple of sturdy, aggressive dogs before heading
off for a life of danger. Dogs come in many shapes and sizes; they can be loosely
categorized as having 1 or 2 hit dice. Attributes are as follows, modified by the exceptions
noted below for each type.
Hits: 1-2 Dueling: A: 0 D: -1 P: NA R: -1
Combat pool: 1-2 Treasure: 0 Morale: -1
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: 0
Skirmish: -1 Special: By type (see below)

Alluant (1 HD): A tall, lithe exceptionally fast gaze hound used to run deer and other
large game to ground. Movement rate 40.
Blood hound (1 HD): A stout, mid-sized dog with an outstanding sense of smell; used
to find and tree small game, or to chase heretics and vagabonds through the
woods. Tracking ability.
Brachet (1 HD): A small, swift dog that hunts in large packs (typically a dozen or
more) for small or large game.
Domestic Dog (1 HD): All purpose companion. Can be trained to guard or
shepherd.
Mastiff (2 HD): A vicious, powerful and fearless war dog; capable of bringing down
almost any foe when working in groups. Damage and skirmish 0 rather than -1.
Morale +1.
Wolf hound (2 HD): A tall, powerful, wooly dog capable of killing large game or
threatening predators. Damage and skirmish 0 rather than -1. Morale 0.
Movement 35.

Dragon: Dragons are winged reptiles that occur alone or in small family groups. Adults are
enormous, powerful, and intelligent, and can be powerful wizards; if played appropriately
by the referee, a dragon is among the game’s most formidable foes. To a dragon, most men
are beneath notice—except possibly as food. Powerful humans can be dealt with, and a
dragon may consider a great hero or powerful wizard to be his equal.
Dragons can fight three ways. They can (1) bite, claw and lash their tails, delivering
physical attacks in any direction, represented by their combat pool, (2) breath fire, as
described below, and (3) many can use arcane magic, equivalent to a magician of level
equal to half the dragon’s hit dice.
Fire breath is delivered as a cone equal in length to 3 meters per hit die and half as wide
at its base, starting from the dragon’s head. Anyone within the effected area faces its
damage: Roll a pool of dice equal to the dragon’s hits, adding 2 to each die. For every
modified 6 or above, one hit is delivered to the target. The attack can be counted by a dodge
but no other defense.
All adult dragons have another important power — the hypnotic ability to ensnare the
attention and will of any humanoid stupid enough to stare into their eyes (resist by making a
standard saving throw, modified by abilities and gifts related to will power). While
hypnotized, you will follow the dragon’s suggestions and commands, even unreasonable
ones.
Dragons can fly. The speeds given here do not reflect the dragon's full cross-country flying
speed. The first number given under movement rate is the dragon's ground rate; the second is
his flying rate in combat. A dragon flying cross-country is at least four times as fast as a
horse. Dragons come in different sizes. Some examples:
Hatchling
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 2 Treasure: NA Morale: 0
Armor Class: 5 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: 0 Special:

Adolescent
Hits: 6 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 4 Treasure: 0 Morale: 0
Armor Class: 6 DR: 0 Movement rate: 20/50 Initiative: 0
Skirmish: +1 Special: breath

Young Adult
Hits: 8 Dueling: A: +2 D: +2 P: NA R: 0
Combat pool: 6 Treasure: +2 Morale: +2
Armor Class: 7 DR: -1 Movement rate: 25/60 Initiative: 0
Skirmish: +2 Special: breath; gaze; spells

Adult
Hits: 12 Dueling: A: +3 D: +3 P: NA R: +1
Combat pool: 10 Treasure: +4 Morale: +3
Armor Class: 8 DR: -2 Movement rate: 30/70 Initiative: 0
Skirmish: +3 Special: breath; gaze; spells

Ancient
Hits: 15 Dueling: A: +4 D: +3 P: NA R: +2
Combat pool: 12 Treasure: +4 Morale: +4
Armor Class: 9 DR: -3 Movement rate: 25/80 Initiative: 0
Skirmish: +4 Special: breath; gaze; spells

Dwarf: Dwarves are short (~1.5 M tall), stocky and strong. They prefer underground cities,
but many travel widely to trade. They get along well with humans and hobbits, but have
ancient enmities with elves, goblins and orcs. When a dwarf is being dignified, he can seem
as proud and aloof as an elf-lord; yet he can also be as boisterous and earthy as any human
tavern-brawler. Indeed, most Dwarves love drink almost as much as they love gold. All
dwarves have the ability, Hearty, and the gifts and curses, Iron Will, Greedy and Vendetta
(vs. orcs, goblins, and elves). Their base movement rate is only 15 meters per turn. Dwarves
prefer to fight with hammers, maces, and axes, and when at war they bear exquisitely crafted
arms and armor (including dwarven mail). The statistics below are for a young adult dwarf
warrior, armed for battle in dwarven mail with a shield and axe.
Hits: 2 Dueling: A: 0 D: +1 P: +1 R: 0
Combat pool: 1 Treasure: 0 Morale: +1
Armor Class: 7 DR: -1 Movement rate: 15 Initiative: 0
Skirmish: +1 Special: greed; iron will; hearty; vendeta
Eagle, G reat: These intelligent creatures speak their own language and can learn the
languages of men. On a successful attack, the target is automatically grasped in the eagle’s
claws, allowing the eagle to attempt to grapple a foe on the next turn. If successful, the target
may be pinned, or lifted and carried away...or dropped.
Hits: 4 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 4 Treasure: 0 Morale: +2
Armor Class: 4 DR: 0 Movement rate: 15/70 Initiative: 0
Skirmish: +1 Special: grapple

Elemental: Elementals are spiritual embodiments of the elements, and normally inhabit their
respective elemental plains of existence. There are four types: earth, air, fire, and water.
Wizards can create, destroy, and (sometimes) control elementals. An elemental must be
created in a place appropriate to its nature, and will seek out such a place to live if it is free.
e.g., a fire elemental will inhabit a volcano or other conflagration. When an elemental is hurt
or weakened, it will seek to return to such a place. If it can do so, it will regain one hit each
turn. All elementals are impervious to attacks by normal weapons (though a hero could
engage one in heroic combat).

Air: Air elementals fly at all times. In addition to its normal attack, air elements can
transform into a whirlwind 6 meters wide at the bottom, 10 meters wide and 30 meters
tall. The whirlwind lasts only 1 turn before dissipating, but during that time sweeps
away and kills all creatures under three hit dice, and causes 2 hits of damage to all
non-aerial creatures which it fails to kill outright. Formation of this whirlwind or
dissipation of it requires one full turn. Some greater spirits from the elemental plane of
air have the properties of an air elemental, plus intelligence and various spell-like
powers.
Hits: 8 Dueling: A: +2 D: +2 P: NA R: +3
Combat pool: 6 Treasure: Nil Morale: 0
Armor Class: 6 DR: 0 Movement rate: 60 Initiative: +3
Skirmish: +2 Special: invulnerability; whirlwind

Water: Water elementals may only stray 30 meters from their parent body of water.
In a body of water they attack at full effect, move more swiftly, can stop, deflect or
upset small craft (up to 10 tons). They can grapple and drown foes in melee combat,
even when moving on land
Hits: 10 Dueling: A: +2 D: +2 P: NA R: 0
Combat pool: 8 Treasure: Nil Morale: 0
Armor Class: 6 DR: 0 Movement rate: 20/40 Initiative: 0
Skirmish: +2 Special: invulnerability; grapple and drown

Fire: Fire elementals are terrible to behold and fierce opponents. They set fire to any
inflammable material they touch. Fire elementals are unable to cross over water or
other non-flammable liquids. On the elemental plane of fire exist many sorts of
different fire elementals and similar beings. The ruler of all fire elementals is known as
‘the tyrant’.
Hits: 8 Dueling: A: +2 D: +2 P: NA R: +1
Combat pool: 8 Treasure: Nil Morale: 0
Armor Class: 6 DR: 0 Movement rate: 20 Initiative: +1
Skirmish: +2 Special: invulnerability; ignition

Earth: These slow creatures can move as easily though earth as by walking, though
they are unable to cross open water. They are the most rugged and physically
powerful elementals. On the elemental plane of earth there exists a king of astounding
size.
Hits: 12 Dueling: A: +3 D: +3 P: NA R: 0
Combat pool: 8 Treasure: Nil Morale: 0
Armor Class: 7 DR: -3 Movement rate: 10 Initiative: -1
Skirmish: +3 Special: invulnerability; travel through earth

Elf: Elves are a very ancient race. Of average height, but more slender than men. Elves are
generally reclusive and secretive, but a few come adventuring; these tend to be less proud
and aloof than the others. Elves do not get along well with Dwarves. About the only thing
that elves and dwarves agree on is that orcs are objectionable. Elves have no fear of spirits
or the undead, and so need not check morale when faced with such beings. All elves innately
have a wide range of gifts and curses, including: Fairy Blood, Fleet-of-Foot, Agile, Comely,
Sneak, Eagle Eye, Acute Hearing, Melancholy and Vendetta (orcs, goblins and dwarves).
Elves are permitted to perform a split-move-fire in combat, as a mounted archer, when
fighting with a bow on foot. Elves begin play with an Elven Bow. They never need check
morale when faced with undead. Elves’ favored weapons are bows, spears and light swords.
Many have other extraordinary or magical equipment. Many also associate with
extraordinary tamed or allied creatures, such as great eagles. Finally, they do not age and
are immune to disease. Many elves are ancient, mysterious and powerful beings with
exceptional attributes and talents. The following attributes depict a young adult – perhaps a
hundred years old. Because elves are clearly more powerful than common men, a referee
might want to forbid their use as player characters.
Hits: 3 Dueling: A: +1 D: 0 P: +1 R: 0
Combat pool: 3 Treasure: +1 Morale: +1
Armor Class: 5 DR: 0 Movement rate: 25 Initiative: +1
Skirmish: +1 Special: various gifts and abilities; see description

Ent: Ents are strangely related to humans and trees, combining features of both species. They
dwell in woods and forests and when standing still are nearly indistinguishable from trees (-1
modifier for Perception rolls). Ents hate evil things or unrestrained felling of trees or burning
of fresh wood. Though naturally calm and deliberate, in battle Ents can whip themselves into
astonishing berserk furries. An Ent attacks by striking with its great branch-like limbs. Because
of their body and skin structures, Ents are very difficult to harm with normal physical attacks;
in addition to their exceptional natural armor, they do not suffer penalty dice from wounds
(though accumulated hits from injury can eventually incapacitate them). However, their
natural armor does not help against fire. Ents vary widely in size, reflecting the wide range of
attributes listed below. Ents are so strong that the are capable of tearing apart stone walls
and great castle gates if given enough time and incentive. Ents typically live alone or in small
groups within a vast cave or hollow screened by plants and trees. They greatly resent
uninvited guests.
If need arises, Ents can cause trees to come to life; such an awakened tree is called a
Hourn. Ents must be within 20 meters of a normal tree to cause it to awaken, and may
awaken only one per 5 turns. It takes 3 turns for a tree to lurch to life, during which it creaks
and groans. Hourns are strange, fell beings that have no love for anything that walks on two
feet; even elves and good humans should avoid them. They vary greatly in size; some are
enormous, with cross-sections of multiple meters and capable of destroying great walls or
slaying a troll with one blow. Scholars believe very old, sedentary Ents also transform into
trees, suggesting a close link between the two.
Ent
Hits: 5-10 Dueling: A: +1 to +2 D: +1 to +3 P: NA R: +1
Combat pool: 3-8 Treasure: Nil Morale: +1
Armor Class: 7 DR: -2 Movement rate: 25 Initiative: 0
Skirmish: +1 to +3 Special: various; see description

Hourn
Hits: 8-15 Dueling: A: +2 to +3 D: +2 to +4 P: NA R: +1
Combat pool: 6-12 Treasure: Nil Morale: +1
Armor Class: 7 DR: -2 Movement rate: 10 Initiative: -1
Skirmish: +2 to +4 Special: various; see description

Fell Beast: The fell beast is a monstrous winged saurian, a leftover from an ancient age,
that has been fed foul meats and trained to the hand of some sinister sorcerer. They are used
as mounts by the Nazgul and other servants of darkness. The cry of a fell beast inspires fear;
check morale or panic.
Hits: 8 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 6 Treasure: Nil Morale: 0
Armor Class: 5 DR: -1 Movement rate: 15/50 Initiative: 0
Skirmish: +1 Special: various; see description

Flying M onkey: A race of winged chimps of near-human intelligence. While not innately
evil, they are weak-willed and easily turned to dark deeds. They are favorite scouts and
servants of morally compromised witches and wizards. Flying monkeys live and fight in large
groups; typically a dozen or more will be encountered at once. A favorite tactic is for a
group of several flying monkeys to swarm a foe, pin him, and then carry him away. No flying
monkey will be seen in public without his vest and tiny hat.
Hits: 1 Dueling: A: 0 D: -2 P: NA R: -1
Combat pool: 1 Treasure: Nil Morale: -2
Armor Class: 4 DR: 0 Movement rate: 10/40 Initiative: +1
Skirmish: -1 Special:

G argoyle: These monsters are ferocious predators of a magical nature. They are typically
found amidst ruins or dwelling in underground caverns. They will attack anything they detect,
regardless of whether it is good or evil. They love best to torture prey to death when it is
helpless. Because they are fairly intelligent and evil they will sometimes serve an evil master
of some sort.
Hits: 4 Dueling: A: 0 D: 0 P: NA R: -1
Combat pool: 4 Treasure: 0 Morale: +1
Armor Class: 6 DR: -1 Movement rate: 15/40 Initiative: 0
Skirmish: 0 Special:

G elatinous Cube: The gelatinous cube is a common dungeon scavenger. Its cubic form is
ideal for cleaning all living organisms, as well as carrion, from the floor and walls of
underground passageways. Certain very large cubes are tall enough to eat mosses and
molds from ceilings as well. Gelatinous cubes are nearly transparent and are difficult to see
(-1 modifier to any attempt to spot). As these monsters travel about they sweep up metallic
and other items that are “indigestible” to them. This includes coins, gems as well as a potion
vials, daggers, or similar items. Such material will remain in the body of a gelatinous cube for
several weeks before being deposited on the floor. They attack by flowing over you — they
are not fast, but surprisingly nimble and certainly able to surprise an unobservant foe — at
which point it is inevitable that you will be touched by them (they quickly flow through cracks
in armor). If a gelatinous cube touches an opponent, a saving throw versus paralyzation must
be made (with modifiers for physical heartiness), or the creature touched is anesthetized for
3d6 minutes. The ’cube then surrounds the victim, secretes digestive fluids, and digests a
meal. Damage caused to opponents is due to the digestive secretions, at a rate of 1 hit per
turn. Gelatinous cubes can be hit by all forms of weapons, and attacks by fire have normal
effects. Cold will have no effect on these monsters other than to reduce their movement by
half and reduce the amount of damage they do by touching by half. Electricity, fear, holds,
paralyzation, polymorph, and sleep based attacks have no effect on gelatinous cubes.
Hits: 4 Dueling: A: -1 D: NA P: NA R: -1
Combat pool: 2 Treasure: +1 Morale: NA
Armor Class: 4 DR: -0 Movement rate: 10 Initiative: -1
Skirmish: -1 Special: acid attack; various immunities

G host (lesser spirit): A ghost is what you get when a person (or other being) is dead but
not gone. A ghost is most likely to appear because someone was killed while in the grip of
some emotion so strong that they simply refused to leave this life. Revenge is a common
motive, but ghosts have been created through love, lust, and even greed. Most ghosts have
an emotional gift or curse of this kind.
An ordinary ghost cannot be harmed in any way; neither can it harm anyone except
through fright. In this respect, they differ from spirits, wraiths, etc., which can be fought with
magic—a ghost is a sort of psychic imprint of the dead on the living world; not a being that
can be engaged in sorcerous battle. They are more important as non-player characters than
as combatants.
If a ghost tries to scare someone, they must check morale, with a -1 modifier if they
weren't expecting the ghost. See the rules for Madness if the GM wishes to impose some
lasting consequence of haunting.
A ghost can give information (true or false); it can warn of the approach of intruders, or
try its scare ability at a strategic moment. Every ghost, by definition, wants something.
Satisfaction of that desire is the one thing that can give a ghost rest. Some desires, of course,
can never be fully satisfied — but some, like revenge, can. Some religions hold that "laying" a
ghost in this way is a meritorious act, and the ghost will of course be grateful. Most ghosts
are tied to a limited place; some are tied to an object instead. Cheating a ghost will bring it to
haunt you, following you around until it is satisfied. Ghosts prefer nighttime, but may
sometimes appear in daylight. A ghost looks like the living person, but (often) translucent or
transparent, and sometimes bearing the mark of his death wounds.

G houl (lesser undead): These loathsome undead humanoids feast obscenely on the dead
- and not just the freshly dead. They sometimes use weapons, but enjoy killing with their
hands when possible. They hate and fear light, but react to it with anger rather than terror.
They are usually found in groups. Their other habits are too disgusting to describe. Their
origin and nature is unclear, though most scholars believe them to be a form of incarnate
demon that commonly finds a way to enter the world.
Hits: 2 Dueling: A: 0 D: -1 P: NA R: -1
Combat pool: 2 Treasure: -1 Morale: 0
Armor Class: 4 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: -1 Special: Undead; paralysis

G iant: Giants live far from the lands of men. In their own lands, giants live in simple tribes
that may be peaceful or warlike. But, the few that appear in human lands are almost always
dangerous outcasts, usually surly and murderous. They come in several shapes and sizes:

Ettin: Ettins are fierce, savage two-headed giants that dwell only in remote areas. Their
lairs are always underground, for they prefer darkness and are nocturnal. An ettin
attacks with both arms, its left head directing the left arm and the right head the right.
One of the ettin's heads is always likely to be alert, so they are difficult to surprise.
They typically dress in filthy animal skins and moth-eaten clothes; spiked clubs are their
favored weapons.
Hits: 12 Dueling: A: +1 D: +2 P: -1 R: +2
Combat pool: 10 Treasure: +1 Morale: +2
Armor Class: 4 DR: -2 Movement rate: 30 Initiative: 0
Skirmish: +2 Special: -2 penalty to attempts to sneak up on

Fairy-book giant: A truly colossal monstrosity, these mythical giants can tower over
castle walls or carry a man in the palm of one hand. They are so large that their
entire body can’t be displayed a playing table along with miniature figures
representing player characters; instead, just keep track of where their feet are.
Hits: 30 Dueling: A: 0 D: +5 P: NA R: +4
Combat pool: 10 Treasure: +3 Morale: +3
Armor Class: 5 DR: -4 Movement rate: 40 Initiative: -2
Skirmish: +4 Special:

Fyre Rise (‘Fir-Reesa’): These fire giants live in tribal groups, resembling a Viking
kingdom, situated in volcanic lands. They are immune to fire, but take double damage
from cold or water. They are a proud, tempermental and dangerous race. Also, they
use metal weapons and armor more commonly than do other giants, making them
dangerous foes. The touch of a fire giant does 1 hit damage per turn from intense
heat, so don’t wrestle with one if you can avoid it!
Hits: 10 Dueling: A: +2 D: +3 P: 0 R: +2
Combat pool: 8 Treasure: +2 Morale: +2
Armor Class: 6 DR: -2 Movement rate: 30 Initiative: 0
Skirmish: +2 Special: fire resistance; cold sensitivity

Hill giant: The most common sort of giant; you will meet this fellow taking tolls at a
bridge or robbing villages of their flocks.
Hits: 8 Dueling: A: +1 D: +2 P: 0 R: +1
Combat pool: 6 Treasure: 0 Morale: +2
Armor Class: 4 DR: -2 Movement rate: 25 Initiative: 0
Skirmish: +1 Special:

Jotonn: The Jotonn are frost giants who live in tremendous castles of ice in polar lands
or high mountain peaks. They are immune to cold attacks, but take double damage
from fire. They are proud, boastful bullies who revel in contests and dares.
Hits: 12 Dueling: A: +2 D: +3 P: 0 R: +2
Combat pool: 8 Treasure: +2 Morale: +3
Armor Class: 5 DR: -2 Movement rate: 30 Initiative: 0
Skirmish: +2 Special: cold immunity; fire sensitivity

G oblin: Goblins are small (average 120 cm) green-skinned humanoids, with long heads,
pointed ears, and long, tapering fingers. They are proud, intelligent, and crafty. They are
infamously strict about keeping any promise, even one made under duress (though they are
crafty and perfectly willing to twist the intent of a pact). Magicians are relatively common
among goblins, and their leaders are generally the cleverest among them rather than the
strongest. They have uneasy relationships with their larger, stronger (they would say,
stupider) cousins, hobgoblins and bugbears. Small breeds of orcs are sometimes referred to
as goblins; in fact, there is no relationship between the fey, temperamental race of goblins
and the brutal, savage orcs. Actual goblins find this mistake insulting. Most goblins live as
members of tribes living in cave complexes and similar underground settings.
Hits: 1 Dueling: A: 0 D: 0 P: 0 R: 0
Combat pool: 1 Treasure: -1 Morale: 0
Armor Class: 4 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: 0 Special:

Hag: A Hag is a vicious, physically twisted witch that lives in remote, desolate swamps,
marches and forests. They are frighteningly powerful magicians (equivalent to a magician of
the same level as the hag’s Hits) who specialize in spells of darkness, fear, pain, curses,
protection and shape shifting. They have hideous visages, tall, gaunt bodies, and long, iron
fingernails that can deliver deep clawing wounds. They can be harmed by mundane
weapons, but most are protected by enchantments.
Hits: 4-6 Dueling: A: 0 D: 0 P: 0 R: -1
Combat pool: 3-4 Treasure: +2 Morale: +2
Armor Class: 4 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: 0 Special: Spell casting ability

Hell Hound (lesser demon): Hell hounds are not native to the normal world, but can be
summoned there by those who seek their evil service. In addition to a normal attack (simply
biting with their great black teeth), hell hounds breathe out a scorching fire an opponent up
to a 3 meters distance, causing 2 hits of damage. Hell hounds move with great stealth, have
keen hearing, and are rarely surprised themselves. Their have acute vision, and can see
invisible or magically shadowed beings. For these reasons they are favored as watchdogs by
giants and other monsters. Hell hounds are rusty red to red brown in color. Their eyes are
glowing red. Teeth and tongues are sooty black.
Hits: 5 Dueling: A: +1 D: +1 P: 0 R: -1
Combat pool: 5 Treasure: NA Morale: +2
Armor Class: 5 DR: -1 Movement rate: 30 Initiative: +1
Skirmish: +1 Special: Fire breath; stealth; perception

Hõbbit: Hõbbits are small, peaceful, and usually potbellied. Most are very stay-at-home
sorts, but some go adventuring — and a few are to be found in large cities. Though they are
nimble, hardy, and skilled with missile and thrown weapons, hõbbits might have vanished
ages ago if not for one thing: They are very likeable. No race is the special enemy of the
hõbbits (possibly because no one is especially afraid of them). A hõbbit receives a +1 on
any reaction roll with an intelligent creature or normal animal. See the Platemail rules book
for addition details regarding hõbbits.
Hits: 1 Dueling: A: -1 D: -1 P: 0 R: 0
Combat pool: 1 Treasure: 0 Morale: 0
Armor Class: 3 DR: 0 Movement rate: 16 Initiative: +1
Skirmish: -1 Special: A +1 with missiles; stealthy

Hobgoblin: Hobgoblins are a large, brutish and war-like breed of goblin. The hairy hides of
hobgoblins range from dark reddish-brown to gray black. They keep weapons well polished,
and are frequently armored in mail or plate. Most hobgoblins speak goblin or orcish; 1 in 6
also speaks a common human tongue as well. Hobgoblins are skilled at building fortifications,
siege machinery and mine works. Hobgoblins are more likely than their goblin cousins (or
frequent orcish brothers in arms) to live above ground and travel by day. They fight well in
full daylight and see well in darkness, as an orc, and so are able to fight in darkness as well.
Each tribe is jealous of its status, and if two tribal bands of hobgoblins meet open fighting
might break out unless a strong leader is on hand to control them. Similarly, hobgoblins will
bully nearby orcs or goblins given the opportunity, and hobgoblin leaders are sometimes
used in bodies of goblins or orcish troops to keep them in order and drive them into battle.
The better-known (more infamous) hobgoblin tribes include: rippers, leg breakers, skull
smashers, flesh renders, marrow suckers, flayers, and slow killers.
Hits: 1 Dueling: A: +1 D: +1 P: 0 R: 0
Combat pool: 1 Treasure: +2 Morale: +2
Armor Class: 4-6 DR: 0 to -1 Movement rate: 20 Initiative: 0
Skirmish: +1 Special:

Horse (and sim ilar beasts): Horses are the most popular riding beasts; they are
tractable, trainable, fertile, and (though not overly smart) fond of men.

Donkey. The only reliable draft creature for underground work — hard to panic. May
ignore 1 hit of exhaustion damage per day.
Hits: 2 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: +1
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: 0
Skirmish: -1 Special: great endurance

Drey: A Cydesdale or Percheron type farm or cart horse, powerful and massive.
Hits: 4 Dueling: A: 0 D: +1 P: NA R: 0
Combat pool: 2 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: 0 Special:

Mule. A better pack animal than a horse of equal strength, due to its dexterity and
calm temper.
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: 0
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: 0 Special:

Nag. This is your everyday common horse — not necessarily unhealthy, just without
breeding.
Hits: 2 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: -1 Special:

Oxen (also yak, carabao, water buffalo) A large, sturdy, beast of burden.
Hits: 4 Dueling: A: 0 D: +1 P: NA R: 0
Combat pool: 2 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 30 Initiative: 0
Skirmish: 0 Special:

Palfrey. A light, swift riding horse suitable for a gentleman.


Hits: 2 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 45 Initiative: 0
Skirmish: -1 Special:

Rouncey. A coarse but serviceable riding horse suitable for a commoner


Hits: 2 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: -1 Special:

Sumpter. A sturdy pack horse with good balance and an even temper, suitable for
bearing arms, gear or goods when traveling.
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 1 Treasure: NA Morale: -1
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: -1 Special:

Charger: A well-built warhorse, suitable for mounted sergeants, cuirassiers, horse


guards and other similar shock troops. Usually not trained for combat to the highest
standards.
Hits: 3 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 2 Treasure: NA Morale: +1
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: 0 Special:

Courser: A light, swift war horse, suitable for skirmishers, dragoons and hussars
Hits: 2 Dueling: A: 0 D: 0 P: NA R: 0
Combat pool: 2 Treasure: NA Morale: +1
Armor Class: 4 DR: 0 Movement rate: 40 Initiative: 0
Skirmish: 0 Special:

Destrier: A massive, violent animal; often more deadly than the armored knights who
ride them into battle.
Hits: 4 Dueling: A: +1 D: +1 P: NA R: 0
Combat pool: 3 Treasure: NA Morale: +2
Armor Class: 4 DR: 0 Movement rate: 35 Initiative: 0
Skirmish: +1 Special:
Imp (lesser dem on): Imps are lesser demons that will willingly serve as a familiar to an evil
magician. An imp can change its shape into an animal form at will, typically becoming a
large spider, raven, giant rat, or goat. When in its own shape, an imp attacks with its barbed,
virulently poisonous tail (if the tail does damage to a foe, save, modified for Hearty ability,
etc., or die). Imps are able to detect magic and the presence of non-evil beings, can become
invisible at will (as the spell) and once per day can Command Person as the spell. Only silver
or magical weapons are effective against imps. Magical attacks employing cold, fire, or
electricity do not harm them. See the rules describing familiars for the benefits of having an
imp servant.
Hits: 3 Dueling: A: 0 D: -1 P: 0 R: -1
Combat pool: 2 Treasure: 0 Morale: 0
Armor Class: 5 DR: 0 Movement rate: 15 Initiative: -1
Skirmish: -1 Special: Poison; spell like powers; immunities

Lich: A lich is a powerful and determined magician who has passed to an undead existence
through force of will, conjurations, and enchantments (see the Become Undead spell).
Transformation into a lich requires the production of a ‘Dark Phylactery’ to hold his soul—an
evil mockery of the Soul Jar enchantment (see the ability of that name). A lich appears
skeletal, its eyes empty sockets with glowing points of light, and rich but rotting garments.
Through the power that changes this creature from human to lich, its flesh becomes tough, dry
and hard (providing armor class 6 against physical blows) and its desiccated, wiry muscles
become freakishly strong (equivalent to the Steel Thews ability). Physical blows to the lich can
temporarily reduce hits, but never cause wounds, unless from fire, magical weapons, or
overwhelmingly powerful forces (i.e., a block of granite falling on its head). If a lich is
physically destroyed while his phylactery is still intact, his soul lives on and his body will
reconstitute within 3d6 minutes. He can be killed only by first destroying the phylactery and
then destroying the body.
A lich is most often encountered within its hidden chambers, this lair typically being in
some wilderness area or vast underground labyrinth. In life, liches were powerful mages or
priests, and they continue to be able to perform magical or miraculous powers after passing
into undeath. Their cold touch causes 2 hits points of damage and paralyzes opponents that
fail to make a saving throw (modified for the Hearty ability, etc.). The mere sight of a lich is
so frightening that it causes most creatures to save vs. insanity or be struck by the madness,
Hysteria. Liches are unaffected by magic involving charm, sleep, enfeeblement, shape
change, cold, electricity, insanity or death magic.
Hits: Level (6+) Dueling: A: 0 D: +1 P: NA R: +1
Combat pool: level (6+) Treasure: +3 Morale: +3
Armor Class: 7 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: +1 Special: Special immunities; spell powers

M anticore: A manticore has the head of a man on the body of a winged giant lion, with a
tail that can fire iron spikes with the force of a crossbow bolt. A Manticores’s lair is typically
found in a cave or underground. They can be found in any climate. The favorite prey of
manticores is man, and they are usually encountered outside their lairs hunting for human
victims. A manticore attacks first by loosing a volley of 1d6 of its iron tail spikes (treat as
missile weapon attacks). They can fire 1d6 such volleys per week. Then, they move to close
quarters, attacking by bite and claw. Manticores have a crude human intelligence and can
speak (though they have little to say, other than ‘get in my belly!’).
Hits: Level 6 Dueling: A: +1 D: 0 P: NA R: 0
Combat pool: level 5 Treasure: +1 Morale: +2
Armor Class: 5 DR: 0 Movement rate: 30/50 Initiative: +1
Skirmish: 0 Special: Tail spike missile attack

M inotaur: The Minotaur is a large, powerfully built humanoid with the head of a bull.
Minotaurs are typically found only in labyrinthine places in the wilderness or underground.
They are cruel man-eaters and, although not particularly intelligent, they are cunning and
have excellent senses. They are able to track prey by scent (as the Tracking ability), and they
will always pursue if it is in sight. They attack anything without fear, unless it is obviously
beyond their ability to defeat. A minotaur can attack by butting with its long, impaling horns,
biting or striking in brawling combat, or fighting with a weapon — usually a large axe or flail.
Minotaurs speak their own language; some also speak a human tongue.
Hits: 6 Dueling: A: +1 D: +1 P: 0 R: 0
Combat pool: 6 Treasure: +1 Morale: +2
Armor Class: 4 DR: -1 Movement rate: 20 Initiative: 0
Skirmish: +1 Special: Tracking

M ushroom M en: Mushroom men are anthropomorphic, ambulatory mushrooms. They very
greatly in size and strength — from smaller than a hobbit to the size of an ogre or even hill
giant (there are legends of even larger mushroom men, tens of meters tall). They also vary
greatly in shape, from squat and stout to tall and slender, and color, spanning every color of
a putrid, pastel rainbow. All have two or more stubby legs on which they can waddle, two
arms or roughly humanoid proportion, and a pair of sinister eyes. They lack a mouth or
nose. Mushroom men are weak for their size, and their flesh is springy but easily cut. They
also lack central organs and circulation system equivalent to men, making them easy to hurt
but hard to kill. Halve all damage to them from crushing or impaling attacks; slashing attacks
do normal damage, but do not produce ‘bleeding’ effects or stunning. Mushroom men live in
deep natural caves, and are constantly in search of fresh organic matter to add to the
compost piles on which they feed. They fight with bare hands or clubs.
Hits: 2-8 Dueling: A: 0 D: -1 P: 0 R: 0
Combat pool: 1-4 Treasure: 0 Morale: 0
Armor Class: 5 DR: +1 Movement rate: 15 Initiative: 0
Skirmish: -1 Special: Reduced damage

O gre: For all practical purposes, an Ogre is a smallish, stupid, vicious giant, with a taste for
meat. Any kind. They generally fight only with giant-sized clubs, and wear little or no armor,
although unusually intelligent ones can use simple weapons. Ogres are usually found alone,
but a very unlucky wanderer may encounter a small group of them. Ogres will attack anyone
they think they can kill; they will eat their victims and keep anything of obvious value. A Giant
can sometimes face down Ogres; almost anything else will have to fight or run when Ogres
attack.
Hits: 4 Dueling: A: +1 D: +1 P: -1 R: +1
Combat pool: 4 Treasure: 0 Morale: +1
Armor Class: 4 DR: -1 Movement rate: 20 Initiative: 0
Skirmish: +1 Special:

O rc: Orcs are the twisted products of evil experiments performed on Elves and Men. As a
race, they are more variable than men; note the three breeds described below. They tend to
have more and coarser hair, sharp teeth (or actual fangs) and claws instead of fingernails.
They see in the dark like gimlets, letting them fight without penalty in dim light. However, in
pitch blackness they suffer a -1 modifier. And, most breeds hate and fear bright, natural
sunlight; they must check morale if faced with hardship or a challenge in sunlight. They are
also tough, greedy, and quarrelsome.
Some orc tribes form powerful kingdoms; others are rude clusters of mountain huts. They
can co-exist with men (especially criminals), and the two races often serve together in the
armies of evil kings or sorcerers. However, both elves and dwarves despise orcs, and attack
them on sight. Orcs make excellent guards and soldiers, if led by someone they respect (that
is, fear).

Snaga: A breed of short, lightly-built but quick orcs. They usually serve their tribe as
slaves, trackers, skirmishers and missile-weapon troops.
Hits: 1 Dueling: A: 0 D: -1 P: 0 R: 0
Combat pool: 1 Treasure: -1 Morale: -2
Armor Class: 3-4 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: -1 Special: light vision and sensitivity

Common orc, or Uruk: Most tribes of orcs are dominated by these 1.5 M tall, bandy-
legged brutes
Hits: 1 Dueling: A: 0 D: 0 P: 0 R: 0
Combat pool: 1 Treasure: 0 Morale: -1
Armor Class: 4-5 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: 0 Special: light vision and sensitivity

Uruk Hai: A tall, powerfully built breed of exceptionally savage and aggressive orcs.
They take great pride in their prowess and will not bow to the will of lesser orcs. The Uruk
Hai either form their own small tribes or rise to dominance as the leaders and shock
troops of tribes of common orcs. Some wicked kings of men and sinister sorcerers employ
Uruk Hai as soldiers. Uruk Hai lack their lesser kin’s sensitivity to light, but neither can
they see in the dark.
Hits: 2 Dueling: A: +1 D: +1 P: 0 R: 0
Combat pool: 2 Treasure: +1 Morale: +2
Armor Class: 4-5 DR: 0 Movement rate: 20 Initiative: 0
Skirmish: +1 Special:
Skeleton: A Skeleton may be created by use of a Skeleton spell on an intact skeleton,
summoned with the Summon Lesser Undead spell, or called forth in hordes by the Awake the
Dead spell. A Zombie that has been kept alive for so long that all its flesh has disappeared
will also eventually become a Skeleton. This usually takes several years. Skeletons are
immune to arrows, which tend to pass right through them without doing damage. Other
weapons, and magic, affect them normally. They do they react at all to stun or bleeding
effects. However, Skeletons are somewhat fragile.
Hits: 1 Dueling: A: 0 D: 0 P: 0 R: 0
Combat pool: 1 Treasure: Nil Morale: NA
Armor Class: worn DR: +1 Movement rate: 20 Initiative: 0
Skirmish: 0 Special: Undead vitality

Zom bie (lesser undead): Zombies are undead creatures animated by powerful wizards
as guards and servants. A zombie can be created by the Black Binding spell, summoned
using the Summon Lesser Undead spell, or awakened by the Awake the Dead spell. A
particularly powerful form of zombie can be created using the Black Cauldron (see Appendix
IV). A new Zombie may appear to be a rotting corpse, though it will degrade through time,
eventually becoming a Skeleton (cv.). The zombie is mindless, clumsy and slow, but physically
strong and difficult to kill (they have the physical vitality of all corporeal undead). A zombie
cannot be killed from accumulated hit losses alone, and is unaffected by most effects from the
consequences table — the only way to defeat it is by doing wound that incapacitates or
immediately kills it (an ‘X’ or ‘I’ effect).
Hits: 2 Dueling: A: -1 D: -1 P: NA R: -1
Combat pool: 1 Treasure: Nil Morale: NA
Armor Class: 3 DR: -1 Movement rate: 20 Initiative: -2
Skirmish: -1 Special: Undead vitality

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