A4 In the Dungeons of the Slave Lords

AD&D 1st edition adventure for level 4-7
1981 TSR Hobbies Inc. 9042
Conversion by Scott Metzger
http://yoyodyne.virtualave.net/

Credits:
John Dell for his Encounter Level Calculator.
Special Thanks to Scott Greene for his Creature Catalog.
And me for my Faster Tools.

I recomend increasing the CR of each creature by 1, due to characters lack of equipment, or giving a decent story award for escaping.

Key To The Labyrinth

1. ENTRANCE TO FEAR
Scroll A: Ghost Sound, Dancing Lights, Obscuring Mist, Invisibility
Scroll B: Spider Climb, Dispel Magic, Arcane Eye
Scroll C: Tenser's Floating Disk, Light, Jump
Torn spell book page: Read Magic

Other possibilities:
The characters can keep any spells which they still had in memory at the end of A3 and you can give them the appropriate holy symbol.

2. THE LURE OF LIGHT  EL 4
Will-O'-Wisp CR 4; Small Aberration(Air); HD 6d8; HP 21;
Init +13; Spd fly 50 ft(perfect);
AC 29(+1 size, +9 Dex, +9 Deflection); Atks +14 melee shock 1d8;
SQ Spell Imunity, natural invisibility;  AL CE; SV Fort +2, Ref +11, Will +8;
Str --, Dex 29, Con 10, Int 15, Wis 16, Cha 12;
Skills: Bluff +10, Listen +16, Search +11, Spot +15;
Feats: Blind-Fight, Dodge, Improved Initiative
Immune to all spells except: Magic Circle against chaos/evil, Magic Missile, Maze, Protection from Chaos/Evil

3.  REALM OF THE SANDLING EL 3
Sandling CR 3; Large Elemental(Earth); HD 4d8; HP 18;
Init +1 (Dex); Spd 30 ft;
AC: 17 (+7 natural, -1 size, +1 Dex); Atks +4 slam (2d8+2);
SA: Earth Master, Push; SQ: Immune to poison, sleep, paralysis, and stunning.  Not subject to critical hits or flanking.  Darkvision 60 feet.; AL N; SV Fort +3, Ref +2, Will +1;
Str 14, Dex 12, Con 10, Int 6, Wis 11, Cha 11;
Skills: Listen +7, Spot +7;
Feats: Power Attack

6A.  ENTRANCEWAY EL 1
Shrieker  CR 1; Medium-Size Plant; HD 2d8+2; HP 11;
Init -5; Spd 0 ft;
AC 13 (+3 natural); Atks --;
SA shriek;  SQ: Plant; AL N; SV Fort +4, Ref --, Will -4;
Str --, Dex --, Con 13, Int 1, Wis 2.

6B.  CHAMBER OF THE HUNTERS
4 Kobolds CR 1/6; Small Humanoid (Reptilian); HD 1/2 d8; HP 2;
Init +1 (dex); Spd 30 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks -1 melee (half-spear 1d6-2) or +2 ranged (sling 1d4);
SQ Darkvision 60 ft, light sensitivity; AL LE; SV: Fort +0, Ref +1, Will +2;
Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10;
Skills: Craft(trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2;
Feats: Alertness

Oil -- DC 15 Balance check.  If fallen then you are considered Prone.

6C.  KOBOLDS' KITCHEN  EL -1
3 Kobolds CR 1/6; Small Humanoid (Reptilian); HD 1/2 d8; HP 2;
Init +1 (dex); Spd 30 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks -1 melee (half-spear or club 1d6-2) or +2 ranged (sling 1d4);
SQ Darkvision 60 ft, light sensitivity; AL LE; SV: Fort +0, Ref +1, Will +2;
Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10;
Skills: Craft(trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2;
Feats: Alertness

6D.  NURSERY
1 Kobold CR 1/6; Small Humanoid (Reptilian); HD 1/2 d8; HP 2 (4 young at 1 hp and Str 4);
Init +1 (dex); Spd 30 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks -1 melee (half-spear or club 1d6-2) or +2 ranged (sling 1d4);
SQ Darkvision 60 ft, light sensitivity; AL LE; SV: Fort +0, Ref +1, Will +2;
Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10;
Skills: Craft(trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2;
Feats: Alertness

6E.  CHIEFTAIN'S CHAMBER  EL 3
7 Kobolds CR 1/6; Small Humanoid (Reptilian); HD 1/2 d8; HP 2;
Init +1 (dex); Spd 30 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks -1 melee (half-spear or club 1d6-2) or +2 ranged (sling 1d4);
SQ Darkvision 60 ft, light sensitivity; AL LE; SV: Fort +0, Ref +1, Will +2;
Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10;
Skills: Craft(trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2;
Feats: Alertness
working on..
Kobold Chief Fighter Lvl 1; CR 1; Small Humanoid (Reptilian); HD 1d10; HP 7;
Init +1 (dex); Spd 30 ft;
AC 14 (+1 size, +1 Dex, +1 natural, +1 shield); Atks -1 melee (half-spear or club 1d6-2) or +2 ranged (sling 1d4);
SQ Darkvision 60 ft, light sensitivity; AL LE; SV: Fort +0, Ref +1, Will +2;
Str 10, Dex 13, Con 12, Int 10, Wis 10, Cha 12;
Skills: Craft(trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2;
Feats: Alertness, Combat Reflexes. Point blank shot.

7.  POOL OF PITCH
Standard torch illumination is 20'.  Characters with Darkvision will be able to see the pitch.

8.  GIANT ANT'S LAIR EL 7.6
Any character attempting to walk across the bridge must make a DC 15 Balance check or fall into the chasm.  Automatic success if you crawl.

7 Giant Worker Ants CR 1, Medium-Size Vermin; HD 2d8; HP 9;
Init +0; Spd 50ft, climb 20 ft;
AC 17 (+7 natural); Atks +1 melee (bite 1d6);
SA Improved grab; SQ Vermin; AL N; SV Fort +3, Ref +0, Will +0;
Str 10, Dex 10, Con 10, Int --, Wis 11, Cha 9;
Skills: Climb +8, Listen +5, Spot +5

2 Giant Soldier Ants CR 2, Medium-Size Vermin; HD 2d8+2; HP 11;
Init +0; Spd 50ft, climb 20 ft;
AC 17 (+7 natural); Atks +3 melee (bite 2d4+3);
SA Improved grab, acid sting; SQ Vermin; AL N; SV Fort +4, Ref +0, Will +1;
Str 14, Dex 10, Con 13, Int --, Wis 13, Cha 11;
Skills: Climb +10, Listen +6, Spot +6;
Acid Sting: on a successful grab can sting for 1d4+1 piercing damage plus 1d4 acid damage.

10.  CRABS' TUNNEL (EXIT)  EL 1
Monstrous Crab (stats for Monstrous Scorpion less the poison) Medium Vermin, CR 2; HD 3d8+6; HP 19;
Init +0; Spd 40 ft;
AC 14 (+4 natural), Atks:  +3/+3 melee (claw 1d4+1);
SA: Improved grab, Squeeze; SQ Vermin; AL N; SV Fort +5, Ref +1, Will +1;
Str 13, Dex 10, Con 14, Int --, Wis 10, Cha 2;
Skills: Climb +8, Hide +8, Spot +7;
Squeeze - Automatically deals damage with both claws, if victim is caught.

Swimming rules are on p. 74 of the PH.  This is calm water so its a DC 10 check.  Roll once per round, cumulative -1 per round since they are underwater.  -1 for every 5 lbs of gear. 1/4 movement rate for a move action, 1/2 speed as a full round action.

Drowning rules are on p.85 of the DMG.  Can hold breath for a number of rounds equal to twice Con score.  After this period of time you must make a Con chech (DC 10).  Each round the DC increases by 1.  On the first round of an unsuccesful save you fall unconscious (0 hp), the second you are dying and have -1 hps.

10B. Giant underwater Tube worms.  Cause 1 hit point of electrical damage if touched.

10C.
Monstrous Crab (stats for Monstrous Scorpion less the poison) Medium Vermin, CR 1; HD 2d8+4; HP 16;
Init +0; Spd 40 ft;
AC 14 (+4 natural), Atks:  +2/+2 melee (claw 1d4+1);
SA: Improved grab, Squeeze; SQ Vermin; AL N; SV Fort +5, Ref +0, Will +0;
Str 13, Dex 10, Con 14, Int --, Wis 10, Cha 2;
Skills: Climb +8, Hide +8, Spot +7;
Squeeze - Automatically deals damage with both claws, if victim is caught.

11. FEARSOME FUNGUS  EL 4.2
Shrieker Medium-Sized Plant; CR 1; HD 2d8+2; HP 11;
Init -5; Spd 0 ft;
AC 13 (+3 natural); Atks --;
SA Shriek; SQ Plant; AL N; SV Fort +4, Ref --, Will -4;
Str --, Dex --, Con 13, Int 1, Wis 2, Cha 1;
Shriek - Movement or light source within 10 ft cause it to shriek loudly for 1d3 rounds.
Desc Human Sized mushroom with various shades of purple.

Violet Fungus Medium-Sized Plant; CR 3; HD 2d8+6; HP 15;
Init -1 (Dex); Spd 10 ft;
AC 13 (-1 Dex, +4 natural); Atks 4 tentacles +3 melee(1d6+2 and poison); Reach 10 ft w/ tentacle;
SQ Plant; AL N; SV Fort +6, Ref -1, Will +0;
Str 14, Dex 8, Con 16, Int 2, Wis 11, Cha 9;
Poison - Fort DC 14, initial and secondary damage 1d4 Str and 1d4 Con.

12. POOL OF THE OLD ONE  EL 2
Giant Crayfish Large Animal; CR 3; HD 4d8+4; HP 22;
Init +7 (+3 Dex, Improved Inititiative); Spd 15 ft, Swim 30 ft;
AC 15 (Dex +3, size -1, natural +3) ; Atks 2 claws +5 (Claws 1d6+2); Face/Reach 5ft by 10 ft/10ft;
AL N; SV Fort +2, Ref +7, Will +1;
Str 14, Dex 16, Con 12, Int 2, Wis 10, Cha 4;
Skills Hide +6, Swim +9;
Feats Improved Initiative, Multiattack

14.  THE BEASTLY BADGER  EL 2
Dire Badger Medium-Size Animal; CR 2; HD 3d8+12; HP 25;
Init +3 (Dex); Spd 30ft / burrow 10 ft;
AC 16 (+3 Dex, +3 natural); Atks 2 claws +4 melee (1d4+2), bite -1 melee (1d6+1);
SA Rage; SQ Scent; AL N; SV Fort +7, Ref +6, Will +4;
Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10;
Skills: Listen +6, Spot +6
Rage(Ex):  After taking damage in combat it will fly into a rage (+4 Str, +4 Con, -2 AC).  The rage cannot be ended voluntarily.

15.  MUSHROOM GARDEN  EL 1
Mushrooms: 60% safe, 40% Striped Toadstool (Ingested poison, DC 11, 1 Wis, 2d6 Wis & 1d4 Int).  DC 15 Knowledge(Plants) to identify which ones are safe and which are poisonous.

3 Giant Fire Beetles Small Vermin; CR 1/3; HD 1d8; HP 4;
Init +0; Spd 30 ft;
AC 16 (+1 size, +5 natural); Atks bite +1 melee (2d4);
SQ Vermin; AL N; SV Fort +2, Ref +0, Will +0;
Str 10, Dex 11, Con 1, Int --, Wis 10, Cha 7;
Skills Climb +4, Listen +3, Spot +3
Desc 2 ft long beetle with glowing spot over each eye.

16A.  WELCOMING COMMITEE  EL 7.5
2 Shriekers Medium-Sized Plant; CR 1; HD 3d8+3; HP 16;
Init -5; Spd 0 ft;
AC 13 (+3 natural); Atks --;
SA Shriek; SQ Plant; AL N; SV Fort +4, Ref --, Will -4;
Str --, Dex --, Con 13, Int 1, Wis 2, Cha 1;
Shriek - Movement or light source within 10 ft cause it to shriek loudly for 1d3 rounds.
Desc Human Sized mushroom with various shades of purple.

Zombie-like Kobold and zombie-like Fire Beetle Small; CR 1/4; HD 1d12+3; HP 9;
Init -1 (Dex); Spd 30 ft;
AC 12(kobold) (+1 size, -1 Dex, +2 natural), 15(beetle, +1 size, -1 Dex, +5 natural); Atks melee +1 slam (1d4);
SQ Partial Actions only; AL N; SV Fort +0, Ref -1, Will +2;
Str 11, Dex 8, Con --, Int --, Wis 10, Cha 1;
Feats:  Toughness

2 Zombie-like giant worker ants and zombie-like human Medium; CR 1/2; HD 2d12+3; HP 16;
Init -1 (Dex); Spd 50ft (ants), 30 ft(human);
AC 16 (ants, -1 Dex, +7 natural), 11(Human, -1 Dex, +2 natural); Atks melee +2 slam (1d6+1);
SQ Partial Actions only; AL N; SV Fort +0, Ref -1, Will +3;
Str 13, Dex 8, Con --, Int --, Wis 10, Cha 1;
Feats:  Toughness
Human has a Yellow mold colony CR 6, All within 10 ft take 1d6 Con damage (DC 15 Fort to avoid), 1 minute later 2d6 Con damage (DC 15 to avoid).

16B.  FUNGUS FOREST  EL 10.5
See Scott Greene's Creature Catalog for full conversion of Myconid.
4 Sprout Myconid Small-Plant; CR 1/2; HD 1d8+1; HP 5;
Init +0 (Dex); Spd 20 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks melee +0 slam (1d4-1);
SQ Distress Spores, Acid Skin, Plant, Vulnerable to Sunlight, low-light vision; AL LN; SV Fort +3, Ref +0, Will +0;
Str 9, Dex 10, Con 13, Int 8, Wis 11, Cha 8;
Skills Hide +4, Move Silently +4

4 Young Myconid Small-Plant; CR 1/2; HD 2d8+2; HP 11;
Init +0 (Dex); Spd 20 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks melee +1 slam (1d4-1);
SQ Distress Spores, Reproducer Spores, Acid Skin, Plant, Vulnerable to Sunlight, low-light vision; AL LN; SV Fort +4, Ref +0, Will +1;
Str 9, Dex 10, Con 13, Int 8, Wis 11, Cha 8;
Skills Hide +4, Move Silently +4

4 Adult Myconid Medium-Plant; CR 2; HD 3d8+6; HP 19;
Init +0 (Dex); Spd 30 ft;
AC 12 (+2 natural); Atks melee +3 slam (1d6+1);
SQ Distress Spores, Reproducer Spores, Rapport Spores, Acid Skin, Plant, Vulnerable to Sunlight, low-light vision; AL LN; SV Fort +5, Ref +1, Will +1;
Str 13, Dex 10, Con 15, Int 10, Wis 11, Cha 10;
Skills Hide +4, Move Silently +4

4 Old Myconid Medium-Plant; CR 2; HD 4d8+12; HP 30;
Init +0 (Dex); Spd 30 ft;
AC 12 (+2 natural); Atks melee +4 slam (1d6+1);
SQ Distress Spores, Reproducer Spores, Rapport Spores, Pacifier Spores, Acid Skin, Plant, Vulnerable to Sunlight, low-light vision; AL LN; SV Fort +4, Ref +1, Will +1;
Str 13, Dex 10, Con 15, Int 10, Wis 11, Cha 10;
Skills Hide +4, Move Silently +4

4 Elder Myconid Large-Plant; CR 4; HD 5d8+10; HP 32;
Init +0 (Dex); Spd 30 ft;
AC 13 (-1 Size, +3 natural); Atks melee +6 slam (1d8+4);
SQ Distress Spores, Reproducer Spores, Rapport Spores, Pacifier Spores, Hallucinator Spores, Acid Skin, Plant, Vulnerable to Sunlight, low-light vision; AL LN; Fort +6, Ref +1, Will +1;
Str 18, Dex 10, Con 15, Int 12, Wis 11, Cha 10;
Skills Hide +4, Move Silently +4

Spore Cloud (Ex.): Each spore cloud’s effect resembles a spell cast by an
8th-level sorcerer. All spore clouds have a save DC of 14 (where applicable).
Each may be used once per day per HD of the myconid.
   Distress: Cone, 120 feet, alerts all myconids in the area to danger or
communicates a need for aid.
   Reproducer: (2 HD myconids only)—Cone, 30 feet, only emitted at the
proper time for growing new myconids. Automatically ejected by a dying
myconid. New myconids spring from the spores in 3d4 days.
   Rapport: Line, 30 feet, target can communicate telepathically with the
myconid that ejected the spores; Will save negates. The duration of this
telepathy is 10 minutes per HD or the myconid.
   Pacifier: Line, 40 feet, target is affected as if by a calm animals spell (even
if the target is not one of the types the spell actually affects).
   Unlike the actual spell effects, a creature affected, will not defend himself if
attacked; Fortitude save negates.
   Hallucinator: Line, 40 feet, causes confusion as the spell of the same
name; Will save negates.
   Animator: (6 HD myconid only)—Line, 40 feet, only affects a dead creature;
the affected creature will rise in 1d4 days as a 1 HD zombie, though it is not
undead and cannot be turned. The corpse remains animated for 1d4+1 weeks
before decaying and rotting away; Fortitude negates.
   Acid Skin (Ex.): Creatures attacking a myconid unarmed or with natural
weapons take 1d4 points of acid damage each time their attacks hit. A
myconid’s fists are not covered in this acid, therefore it does not deal acid
damage when it hits with its slam attack.
   Plant: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and polymorphing. Not subject to critical hits.
   Sunlight Vulnerability (Ex.): Exposure to sunlight (not merely a daylight
spell) robs the myconid of one-third of its hit points each round until it is
destroyed at the end of the third round.
   Skills: Myconids receive a +4 racial bonus to Hide and Move Silently
checks. *They receive a +5 racial bonus to hide checks when in forested or
fungi covered surroundings.

16E.  ROYAL CHAMBER  EL 5
4 King Myconid Large-Plant; CR 4; HD 6d8+12; HP 39;
Init +0 (Dex); Spd 30 ft;
AC 13 (-1 Size, +3 natural); Atks melee +7 slam (1d8+4);
SQ Distress Spores, Reproducer Spores, Rapport Spores, Pacifier Spores, Hallucinator Spores, Acid Skin, Plant, Vulnerable to Sunlight, low-light vision; AL LN; Fort +6, Ref +1, Will +1;
Str 18, Dex 10, Con 15, Int 12, Wis 11, Cha 10;
Skills Hide +4, Move Silently +4

Potions:  Potion of Cure Serious Wounds, Potion of Enlarge, Potion of Cure Light Wounds, Potion of Invisibility, Potion of Haste, Potion of Water Breathing

17.  ROPER'S LAIR  EL 5
Half-Sized Roper  Medium-Sized Magical Beast;  CR 5; HD 5d10+5; HP 32;
Init +2 (+2 Dex); Spd 10 ft;
AC 24 (+2 Dex, +12 natural); Atks 6 strands +8 ranged, or bite +4 melee (2d6); Reach 5 ft (25 ft with strand);
SA Strands, attach, weakness; SQ Electricity immunity, cold resistance 15, fire vulnerability, SR 14; AL CE; SV Fort +5, Ref +6, Will +6;
Str 11, Dex 15, Con 13, Int 12, Wis 16, Cha 12;
Skills Climb +2, Hide +13 (+8 racial bonus in stony areas, not added in), Listen +12, Spot +12;
Feats Alertness, Iron Will, Weapon Focus(strand)
Strand Attach draws you 5' closer each round unless break free with an opposed grapple check.
Weakness  strand causes 1d8 temp strength damage, DC 13 Fort save
Fire Vulnerability  takes double damage from fire

19.  CHIMNEY  EL 2
Monstrous Trapdoor Spider  Medium-Size Vermin; CR 2; HD 2d8+2; HP 11;
Init +3 (Dex); Spd 40 ft, 20 ft climb;
AC 14 (+3 Dex, +1 natural); Atks bite +4 melee (1d6 and poison);
SA Poison 1d4 Str damage DC 14; SQ Vermin; AL N; SV Fort +4, Ref +3, Will +1;
Str 17, Dex 15, Con 10, Int --, Wis 10, Cha 2
Skills Climb +11, Hide +1, Spot +7

20.  PIERCER PERIL EL 7.3
See Scott Greene'e Creature Catalog for a full description.
6 Piercers Medium Vermin; CR 1.5; HD 3d8; HP 13;
Init -3(Dex); Spd 5 ft / Climb 5ft; AC 14 (-3 Dex, +7 natural) 7 underbelly (-3 Dex); Atks +2 Melee (;
SA Improved critical, acid, SQ Vermin, darkvision 60 ft.; AL N; SV Fort +4, Ref -3, Will +1;
Str 14, Dex 2, Con 13, Int 2, Wis 11, Cha 9;
skills:  Hide +4*, Listen +13, Spot +3
Improved Critical (Ex.): A piercer threatens a critical on an attack roll of 19-20.
Acid (Ex.): The piercer’s soft underbelly is coated with a corrosive acid that deals 1d6 points of damage if it contacts exposed flesh.
Vermin: The piercer is immune to all mind-influencing attacks.
Skills: The piercer receives a +8 racial bonus to Listen checks. *The piercer receives a +15 racial bonus to Hide checks when against a background of natural stone.

21.  CAVE OF THE BATS
See Scott Greene's Creature Catalog for a full description.
3 Cave Fishers Medium-Sized Vermin; CR 2; HD 2d8+9; HP 22;
Init +1 (Dex); Spd 10 ft;
AC 16 (+1 Dex, +5 natural); Atks +3 ranged filament, or +8 melee (2 claws 2d4+9);
SA Filament; SQ Vermin, darvision 60 ft; AL N; SV Fort +6, Ref +2, Will +1;
Str 23, Dex 12, Con 16, Int 3, Wis 10, Cha 8;
Skills Climb +17, Hide +14, Move Silently +2, Spot +3
Filament (Ex): If the filament hits the prey, it deals no damage but draws the prey
10 feet closer each subsequent round (no attack of opportunity) unless the creature
breaks free, which requires a successful Escape Artist check (DC 27) or Strength check
(DC 23). The cave fisher can draw a creature within 10 feet of itself and use its claw
attack with a +4 attack bonus in that round.
   A single attack with a slashing weapon that deals at least 10 points of damage
severs the filament. Also, any liquid with high alcohol content (such as the cave
fisher’s blood) will dissolve the adhesiveness of the filament, as will an application of
the universal solvent.


Island Encounters

A.  GREEN SLIME
Green Slime CR 4, 1d6 Con damage per round of contact

B.  ENRAGED SNAPPER  EL 6
Giant Snapping Turtle Huge-Animal; CR 6; HD 10d8+50; HP 95;
Int +4 (Improved Initiative); Spd 10 ft swim/10 ft crawl;
AC 18 (-2 size, +10 natural); Atks +13/+8 melee bite (2d6+8); Reach 10 ft by 10 ft/ 15 ft reach
SA Improved Grab; SQ Extra 5 ft reach; AL N; SV Fort +12, Ref +3, Will +4;
Str 26, Dex 10, Con 20, Int 2, Wis 12, Cha 2;
Skills Spot +6, Listen +6, Hide +6

C.  FRENZIED GOATS  EL 5
4 Giant Goats Large Animal; CR 1; HD 3d8+6; HP 19;
Init +2 (Dex); Spd 60 ft;
AC 14 (-1 size, +2 Dex, +3 natural); Atks +3 melee (1d8+1 gore); Face 5 ft by 10 ft;
SA Charge does double damage;  AL N; SV Fort +5, Ref +5, Will +2;
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 4;
Skills Climb +6, Listen +6, Spot +6

D. SQUAD OF LOOTERS  EL 7.5
 
Looter AC MV HD/LVL HP Atks
Guard #1 19 20 ft Fighter 1 8 +4 melee (1d10+2 bastard sword)
Guard #2 19 20 ft Fighter 2 8 +4 melee (1d10+2 bastard sword)
Hobgoblin #1 15 30 ft 1d8+1 5 +1 melee (1d8 longsword)
Hobgoblin #2 15 30 ft 1d8+1 5 +1 melee (1d8 longsword)
Gnoll 17 20 ft 2d8+2 11 +3 melee (1d8+2 longsword)
Orc 14 20 ft 1d8 4 +3 melee (1d12+3 Greataxe), +1 range (1d6  Shortbow)
Half-Orc 21 20 ft Fighter 3 22 +7 melee (1d10+3 bastard sword)
Bandit 12(+2 leather) 30 ft Warrior 1 4 +1 melee (1d6 shortsword)
Rogue 15 30 ft Rogue 2 10 +2 melee (Rapier 1d6+1,18-20)

2 Guard Fighter 1 Medium Human; CR 1; HD 1d10+2; HP 8;
Init +1 (Dex); Spd 20 ft;
AC 19 (+1 Dex, +6 splint mail, +2 large metal shield); Atks +4 melee (1d10+2,19-20 bastard sword);
AL CE; SV Fort +4, Ref +1, Will +1;
Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8;
Skills: Move Silently -7, Knowledge(arcane) +1, Handle Animal +3, Ride +5,
Feats: Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Combat Reflexes

Hobgoblin Medium Humanoid (Goblinoid); CR 1/2, HD 1d8+1; HP 5;
Init +1 (Dex); Spd 30 ft;
AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atks +1 melee (1d8 longsword);
SQ Darkvision; AL LE; SV Fort +3, Ref +1, Will +0;
Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10;
Skills Hide +1, Listen +3, Move Silently +3, Spot +3 Feats Alertness

2 Gnoll CR 1; Medium Humanoid (7 1/2 feet tall); HD 2d8+2; HP 11;
Init +0; Spd 20 ft (scale mail);
AC 17 (+1 natural, +4 scale mail, +2 large shield); Atks +3 melee (1d8+2 longsword);
SQ darkvision 60 ft; AL CE; SV Fort +4, Ref +0, Will +0;
Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8;
skills:  Listen +3, Spot +3.  Feats: Power Attack

Orc CR 1; Medium Humanoid (Orc); CR 1/2, HD 1d8; HP 4;
Init +0; Spd 20 ft;
AC 14 (+4 scale mail); Atks +3 melee (1d12+3,x3 Greataxe), +1 range (1d6  Shortbow);
SQ Darkvision, light sensitivity; AL CE; SV Fort +2, Ref +1, Will -1;
Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8;
Skills Listen +2, Spot +2 Feats Alertness

Half-Orc Fighter 3 Medium Humanoid; CR 3; HD 3d10+6; HP 22;
Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft;
AC 21 (+1 Dex, +8 full plate, +2 large steel shield); Atks +7 melee (1d10+3,19-20 bastard sword);
SQ Darkvision; AL CE; SV Fort +5, Ref +2, Will +2;
Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6;
Skills: Climb -4, Balance -6, Wilderness Lore +2.5; Feats Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Improved Initiative, Power Attack

Human Rogue 2  Medium; CR 2; HD 2d6+2; HP 10;
Init +2 (Dex); Spd 30 ft;
AC 15 (+2 Dex, +3 Studded leather); Atks +2 melee (Rapier 1d6+1,18-20);
AL CE; SV Fort +1, Ref +5, Will +0;
Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8;
Skills Knowledge(religion) +1, Forgery +7, Sense Motive +5, Tumble +2, Move Silently +6, Alchemy +4.5, Decipher Script +7, Intimidate +0, Handle Animal +1.5, Ride +4.5, Knowledge(nature) +4.5, Craft +7, Bluff +4, Hide +2
Feats Ambidexterity, Dodge
Class Sneak Attack +1d6, Evasion

E.  RAMPAGING FIRE LIZARD  EL 5
Fire Lizard Huge Magical Beast; CR 5; HD 10d10+70; HP 63 (125);
Init +0; Spd 20 ft;
SA Breath 15ft cone of fire for 2d10 damage (DC 15 reflex for 1/2) every 1d4 rounds;
SQ DR 30 against Fire based attacks;
AC 16 (-2 Size, +8 natural); Atks +19/+14 melee (bite 2d6+11);
AL N; SV Fort +14, Ref +7, Will +3;
Str 33, Dex 11, Con 25, Int 2, Wis 12, Cha 10;
Skills Climb +9, Hide +7, Listen +4, Move Silently +6, Spot +4

F.  SLAVE'S REVENGE
19 ex-slaves - human comoner AC 10; MV 30 ft; HP 4; Atks +0 (stake 1d4); SV Fort +0, Ref +0, Will +0

G.  A FRIEND INDEED
Selzen Murtano Human Rogue Lvl 6; CR 6; HD 6d6+12; HP 33;
Init +4 (Dex); Spd 30 ft;
AC 16 (+2 leather armor, +4 Dex); Atks +2 melee (1d8-2 longsword), +8 ranged (1d6 short bow);
AL NG; SV Fort +4, Ref +11, Will +0;
Str 7, Dex 18, Con 15, Int 16, Wis 6, Cha 14
Skills Spot +7, Knowledge(arcana) +7.5, Speak Language 4.5, Use Rope +5, Pick Pocket +13, Sense Motive +7, Knowledg(religion) +7.5, Spellcraft +4, Escape Artist +5, Tumble +13, Ride +8.5, Jump +7, Hide +13, Disguise +4, Balance +13, Disable Device +5, Concentration +3;
Feats Ambidexterity, Dodge, Lightning Reflexes, Point Blank Shot
Class Abilities Sneak Attack +3d6, Evasion, Uncanny dodge (Can't be flanked)
Cleric Scroll Cure Serious Wounds, and Cure Light Wounds (x3)
Wizard Scroll - Sleep, Invisibility, Bull Strength, Dispel Magic, Hold Person (all at 7th level ability)

H.  THE WATER DRAGON  EL 12.5(approximate)
 
Slaver HD/Lvl Spd AC HP Atks
Ogre 4 30 ft 19 26 +8 melee (2d6+7,19-20 Greatsword)
Seargents 1 3 20 ft 14 28 +4 melee(siangham 1d6+1), or +5 melee (light flail 1d8+1)
Seargent 2 3 20 ft 16 28 +5 melee (longsword 1d8+2), or +4 ranged(shortbow 1d6)
Men-at-Arms 1 20 ft 15 8 +1 Ranged (short bow 1d6), +1 melee (1d8 longsword)
Stalman Klim, Human Cleric 11 30 ft 17 31 +13/+8 melee (+2 light Mace 1d6+4)
Theg Narlot, Half-Orc Rogue/Fighter/Assassin 9 30 ft 14 36 +11/+6 melee (1d8+3 + poison, longsword)
Female Drow Fighter 3/Cleric 3 6 30 ft 17 30 +7/+2 melee (+2 Longsword 1d8+1)
Lamonsten Human Illusionist 8 30 ft 13 44 +3 melee (+1 Dagger 1d4-2), or +5 ranged
Slippery Ketta femal Human Rogue 10 30 ft 18 45 +11/+6 melee (1d6,18-20 rapier)
Brother Kerin Human Monk 6 50 ft 17 45 +7/+4 melee (1d8+2, unarmed)

Ogre Large Giant, CR 2; HD 4d8+8; HP 26;
Init -1 (Dex); Spd 30 ft; Reach 10 ft;
AC 19 (-1 size, -1 Dex, +5 natural, +6 banded mail); Atks +8 melee (2d6+7,19-20 Greatsword);
AL CE; SV Fort +6, Ref +0, Will +1;
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7;
Skills Climb +4, Listen +2, Spot +2;
Feats Weapon Focus(Greatsword)

Seargents
Ingjald, male human Ftr3 CR 3; Size M (5 ft., 9 in. tall); HD 3d10+12; hp 38;
Init +3 (-1 Dex, +4 Improved initiative); Spd 20 ft.;
AC 14 (+5 chain mail, -1 Dex); Attack +4 melee(siangham 1d6+1), or +5 melee (light flail 1d8+1), or +2
ranged;
SV Fort +7, Ref +0, Will +1; AL NE;
Str 12, Dex 8, Con 18, Int 10, Wis 11, Cha 10.
Skills and feats: Handle animal +5, Hide -6, Knowledge +2.5, Listen +2, Move silently -6, Ride +4, Spot +2,
Wilderness lore +2; Alertness, Combat reflexes, Exotic weapon proficiency (siangham), Improved initiative,
Weapon focus (flail, light).

Gest, male human Ftr3  CR 3; Size M (6 ft., 3 in. tall); HD 3d10+6; hp 28;
Init +5 (+1 Dex, +4 Improved initiative); Spd 20 ft.;
AC 16 (+5 Chain Mail, +1 Dex); Attack +5 melee (longsword 1d8+2), or +4 ranged(shortbow 1d6);
SV Fort +5, Ref +2, Will +0; AL LE;
Str 15, Dex 12, Con 14, Int 5, Wis 9, Cha 11.
Skills and feats: Disguise +2.5, Hide -4, Listen +1, Move silently -4, Profession +0, Spot +1, Wilderness
lore +1.5; Alertness, Combat reflexes, Endurance, Improved initiative, Track.

14 men-at arms Human Warrior Lvl1 CR 1; Medium Humanoid (7 1/2 feet tall); HD1d8+2; HP 8;
Init +0; Spd 20 ft (chain mail);
AC 15 (+5 scale mail); Atks +1 Ranged (short bow 1d6), +1 melee (1d8 longsword);
AL LN; SV Fort +4, Ref +0, Will +0;
Str 10, Dex 10, Con 14, Int 10, Wis 10, Cha 10; skills:
Listen +4, Spot +4.  Feats: Power Attack

Stalman Klim, Human Cleric Lvl 11  CR 5; HD 11d8+11; HP 52(31);
Init +7 (+3 Dex, +4 Improved Init); Spd 30 ft;
AC 17 (+3 Dex, +4 magic bracers); Atks +13/+8 melee (+2 light Mace 1d6+4);
AL NE; SV Fort +8, Ref +8, Will +10;
Str 15, Dex 17, Con 13, Int 14, Wis 17, Cha 11
Skills Knowledge(arcana) +17, Climb +3, Appraise +9, Heal +17, Jump +3, Sense Motive +4, Concentration +15, Diplomacy +8
Feats Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Quick Draw, Weapon Finess(light mace)
Magic Items: +2 light Mace, Bracers +4
Spells (Domain Earth & Fire):  0: Light
1st:  Command(x2),
2nd: Silence, Produce Flame
3rd: Daylight, Remove Blindess/Deafness, Dispel Magic
4th: Divination, Neutralize Poison, Wall of Fire
5th: True Seeing

Theg Narlot, Half-Orc Rogue 3/Fighter 4/Assassin 2  CR 8; HD 3d6+9 + 4d10+12 + 2d6+6; HP 69(46);
Init +0; Spd 30 ft;
AC 14 (+2 leather armor, +2 large shield); Atks +11/+6 melee (1d8+3 + poison, longsword);
SQ Darkvision; AL LE; SV Fort +5, Ref +9, Will +2;
Str 17, Dex 10, Con 17, Int 16, Wis 12, Cha 7
Skills: Move Silently +5, Knowledge(nature) +4, Hide +5, Intimidate +11, Listen +7, Decipher Script +4, Disguise +4, Profession +1, Balance +1, Jump +6, Spellcraft +4, Knowledge(all skills) +7, Pick Pocket +1, Ride +6, Wilderness Lore +2, Speak Ogre, Speak Goblin, Speak Giant, Innuendo +2, Tumble -2, Handle Animal +1, Swim +5, Climb +4, Gather Information +0, Sense Motive +2, Bluff -1
Feats: Endurance, Expertise, Lightning Reflexes, Quick Draw, Skill Focus(Move Silently), Toughness, Weapon Focus(Longsword)
Poison small centipede, DC 11, initial 1d2 Dex, secondary 1d2 Dex.
Class Abilities Sneak Attack +3d6, Evasion, Uncanny Dodge (dex bonus to AC), death attack, poison use, +1 save vs. poison

Female Drow Fighter 3/Cleric 3 CR 3; HD 3d10 + 3d8; HP 30;
Init +3 (Dex); Spd 30 ft;
AC 17 (+3 Dex, +2 leather armor, +2 large shield); Atks +7/+2 melee (+2 Longsword 1d8+1);
SQ Darkvision 120 ft, SR 17, +2 bonus to spell will saves, Light blindness; AL CE; SV Fort +9, Ref +5, Will +6;
Str 9, Dex 16, Con 10, Int 17, Wis 12, Cha 15
Skills Diplomacy +5, Craft +12, Climb +0, Ride +9, Swim +5, Heal +5, Knowledge(Monsters) +4, Forgery +4, Scry +5, Concentration +1, Appraise +5.5
Feats Blind-Fight, Great Fortitude, Heighten Spell, Point Blank Shot, Skill Focus(Diplomacy)
Racial Abilities dancing lights, darkness, faerie fire as a 6th level Sorcerer
Cleric Spells (Destruction & Evil domains) (don't forget smite ability +4 hit & +3 damage once per day)
1st: Inflict light wounds
2nd: Silence

Lamonsten Human Illusionist Lvl 8 CR 4, HD 8d4+24; HP 44;
Init +3 (Dex); Spd 30 ft;
AC 13 (50% miss chance); Atks +3 melee (+1 Dagger 1d4-2), or +5 ranged;
AL LE; SV Fort +6, Ref +5, Will +6;
Str 7, Dex 17, Con 15, Int 16, Wis 10, Cha 12;
Skills Alchemy +14, Knowledge(nature) +14, Knowledge(religion) +14, Profession +11, Search +1, Speal Language 5, Knowledge +1, Innuendo +3.5
Feats Brew Potion, Dodge, Great Fortitude, Spell Penetration, Still Spell
Magic Items Cloak of Displacement, Major
Spells 1st Hypnotism
2nd Invisibility
4th Solid Fog, Fear

Slippery Ketta femal Human Rogue Lvl 10  CR 9, HD 10d6+10; HP 45;
Init +8 (+4 Dex, +4 Improved Init); Spd 30 ft;
AC 18 (+4 Dex, +4 for +2 leather armor); Atks +11/+6 melee (1d6,18-20 rapier);
AL NE; SV Fort +4, Ref +11, Will +4;
Str 10, Dex 18, Con 12, Int 15, Wis 13, Cha 16;
Skills Handle Animal +9.5, Wilderness Lore +2, Escape Artist +17, Use Magic Device +5, Read Lips +3, Perform +16, Alchemy +8.5, Pick Pocket +5, Spellcraft +3, Ride +10.5, Diplomacy +4, Heal +2, Tumble +5, Forgery +3, Sense Motive +14, Use Rope +5, Disguise +16, Decipher Script +15, Swim +13, Move Silently +15
Feats Blind-Fight, Dodge, Improved Initiative, Quick Draw, Weapon Finesse(Rapier)
Class Abilities Sneak Attack +5d6, Evasion, Uncanny Dodge (Can't be flanked), Slippery Mind
Magic Items Gloves of Swimming and Climbing

Brother Kerin Human Monk lvl 6  CR 5, HD 6d8+18; HP 45;
Init +7 (+3 Dex, +4 Improved Init); Spd 50 ft;
AC 17 (+3 Dex, +4 Monk), Atks +7/+4 melee (1d8+2, unarmed);
AL LE; SV Fort +10, Ref +8, Will +8;
Str 15, Dex 17, Con 16, Int 12, Wis 16, Cha 10;
Skills Use Rope +7.5, Jump +11, Balance +5, Tumble +4, Knowledge(arcana) +10, Knowledge(nature) +2, Climb +11, Spot +7.5, Open Lock +4, Swim +3, Diplomacy +1
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Weapon Finesse(hands)

J.  PANIC AT THE DOCKS  EL 7.6
6 Lacedons (Marine Ghoul) Medium-Sized Undead; CR 1; HD 2d12; HP 13;
Init +2 (Dex); Spd 30 ft / Swim 30 ft;
AC 14 (+2 Dex, +2 natural); Atks +3 melee (1d6+1+paralysis Bite), 2 claws +0 melee (1d3 and paralysis);
SA Paralysis and create spawn; SQ Undead, +2 turn resistance;
AL CE; SV Fort +0, Ref +2, Will +5;
Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 16;
Skills Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7;
Feats Multiattack, Weapon Finesse(bite).
Paralysis Fort Save (DC 14) or be paralyzed for 1d6+2 minutes.  Elves are immune.

8 Hobgoblins Medium-Sized Humanoin(Goblinoid); CR 1/2; HD 1d8+1; HP 5;
Init +1 (Dex); Spd 30 ft;
AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atks +1 melee (longsword 1d8), or +2 ranged (javelin 1d6);
SQ Darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will +0;
Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10;
Skills Hide +1, Listen +3, Move Silently +3, Spot +3;
Feats Alertness

K.  RUINED SUDERHAM
Poison fumes use Insanity Mist (DC 15, 1d4 Wis, 2d6 Wis)

L.  MAGMEN ON THE MARCH  EL 6.2
3 Magmin Small Elemental(Fire); CR 3; HD 2d8; HP 9;
Init +1 (Dex); Spd 30 ft;
AC 14 (+1 size, +1 Dex, +2 natural); Atks +1 melee (burning touch 1d8 fire and combustion);
SA Combustion, fiery aura; SQ Elemental, fire subtype, melt weapons, damage reduction 15/+1;
AL CN; SV Fort +0, Ref +4, Will +0;
Str 9, Dex 13, Con 11, Int 8, Wis 10, Cha 10;
Skills Climb +4, Escape Artist +5, Jump +4, Spot +4;
Combustion Anyone a magmin touches must succees a Ref save (DC 11) or take an additional 1d8 points of fire damage for another 1d4+2 rounds
Fiery Aura Anyone within 30 ft must make a Fort save (DC 11) or suffer 1d6 point of heat damage
Melt Weapons Any weapon hitting a magmin must succeed a Fort Save (DC 11) or melt away.


Monsters

SANDLING
Large Elemental(Earth)
Hit Dice: 4d8 (18 hp)
Initiative: +1(dex)
Speed: 30'
AC:17 (+7 natural, -1 size, +1 Dex)
Attacks: +4 Slam
Damage:2d8+2 Slam
Face/Reach: 10 ft by 10 ft / 10 ft
Special Attack: Earth Mastery, Push
Special Qualities:  Immune to poison, sleep, paralysis, and stunning.  Not subject to critical hits or flanking.  Darkvision 60 feet.
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 14, Dex 12, Con 10, Int 6, Wis 11, Cha 11
Skills:  Listen +7, Spot +7
Feats: Power Attack
Climate/Terrain:  Any land and underground
Organization:  Solitary
Challenge Rating: 3
Treasure:  None
Alignment:  Usually neutral
Advancement:  8 HD (Huge)

A sandling appears to be an amorphous mass of moving, sliding sand.  A adult sandling is a solitary creature, and it dwells in lonely sandy areas such as uninhabited deserts, siliceous caverns and deserted beaches.  Sandlings are savagely territorial, and will attack any creatures that trespass on their areas.  The fight by slashing and lacerating with a coarse, abrasive pseudopod.  Sandlings' flexible, shifting forms are difficult to damage by physical assault.  If a sufficient quantity of water or other liquid (10 gallons or more) is cast upon the creature, it will have the same effects as a slow spell, and will cause the sandling to strike for only one-half damage (1d8+1).

Sandlings are apparently silicon-based creatures, and some sages believe that they originated on the Elemental Plane of Earth.  A sandling grows until it reaches fill size (10' diameter), and then it begins to reproduce by budding.  Tiny sandlings grow to about 2' in diameter before they split from the parent.  An adult sandling's territory often swarms with thousands of infant sandlings, none larger than 1/2 ft in diameter. When one grows above this size, the parent sandling perceives it as a threat, and kills it.  When the parent sandling dies, the largest infant grows to take its place, killing all rivals (if it can).

Sandlings sense heat, sound, and moisture.  They dislike wetness, and will burrow underground to avoid rain or water (unless already defending their territories).  There have been reports of huge sandlings three times as large as normal adults, but these have not been substantiated.  Sandlings are always the same color as the sand of their territories.  They are also the same temperature as their surroundings.



SNAPPING TURTLE, GIANT
Medium-Sized Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 10 ft / 10 ft Swim
AC: 17 (+2 Dex, +5 natural)
Attacks: bite +1 melee
Damage: bite 1d6
Face/Reach: 5 ft. by 5 ft./10 ft
Special Attacks: Improved Grab
Special Qualities: extra 5 ft reach
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 10, Dex 14, Con 12, Int 2, Wis 12, Cha 2
Skills: Spot +6, Listen +6, Hide +6
Feats: Improved Initiative
Climate/Terrain: Lakes and large rivers
Organization: solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 3-5 HD (Large), 6-10 HD (Huge)
Feared greatly for their voracious appetite and aggressiveness, huge snapping turtles are found in lakes and large rivers.  They lurk near shores or on the bottom, as they do not swim quickly.  They remain motionless and then shoot forth their long neck (up to 10 ft long) to grab prey.

Combat
Improved Grab(Ex): On a successful hit the turtle will latch on with their mouth, doing automatic damage each round.  Successful grapple check to break free.



FIRE LIZARD
Huge Magical Beast
Hit Dice: 10d10+70 (125 hp)
Initiative: +0
Speed: 20 ft
AC: 16 (-2 Size, +8 natural)
Attacks: bite +19/+14 melee
Damage: bite 2d6+11
Face/Reach: 5 ft. by 30 ft./10 ft
Special Attacks: Breath 15ft cone of fire for 2d10 damage (DC 15 reflex for 1/2) every 1d4 rounds
Special Qualities: DR 30 against Fire based attacks
Saves: Fort +14, Ref +7, Will +3
Abilities: Str 33, Dex 11, Con 25, Int 2, Wis 12, Cha 10
Skills: Climb +9, Hide +7, Listen +4, Move Silently +6, Spot +4
Feats: --
Climate/Terrain: any subterranean
Organization: solitary
Challenge Rating: 6
Treasure:  Standard
Alignment:  Always neutral
These reptiles may be an ancestral dragon type or an offshoot of a common ancestor.  In any case these creatures resemble red dragons, are sometimes called "false dragons", and the latter seem to avoid confrontation with fire lizards.  They are slow moving creatures and often (50%) sleep for long periods.  They are found in subterranean lairs, coming forth every fort night or so to hunt.  As shiny objects attract them, fire lizards collect metals and gems in their den.  There is a 10% chance that the lair will contain 1-4 eggs (market value 5,000 gp each), but the fire lizard does not otherwise care for its young which depart after hatching.

Fire lizards are typically neutral gray in color, with mottlings of red brown on the back and reddish undersides.  Younger ones are lighter, old (50 to 100 years) specimens are darker.

Combat
Fire lizards usually attack with a viciouse bite.  However, they can breath a 15 ft long cone of fire for 2d10 damage (DC 15 Reflex for 1/2) every 1d4 rounds.

Conversion doen from Advanced D & D 1st Edition Monster Manual.



GOAT, GIANT
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2 (Dex)
Speed: 60 ft
AC: 14 (-1 Size, +2 Dex, +3 natural)
Attacks: gore +3 melee
Damage: gore 1d8+1
Face/Reach: 5 ft. by 10 ft./5 ft
Special Attacks: Charge does double damage
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 4
Skills: Climb +6, Listen +6, Spot +6
Feats: --
Climate/Terrain: any hilly
Organization: herd (1-12)
Challenge Rating: 1
Treasure:  None
Alignment:  Always neutral
These reclusive herbivores dwell in hilly country.  They will aggressively defend themselves from any threat.  If a goat charges they do double damage with their horns.  Their weapons are two long sharp horns.  They attack by butting with them.  In rare casesthese creatures have been tamed to serve as steeds.


CRAYFISH, GIANT
Large Animal
Hit Dice: 4d8+4 (22 hp)
Initiative: +7 (Dex +3, Improved Initiative)
Speed: 15ft., swim 30ft.
AC: 15 (Dex +3, size -1, natural +3)
Attacks: 2 claws +5
Damage: Claws 1d6+2
Face/Reach: 5 ft. by 10 ft./10 ft.
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 14, Dex 16, Con 12, Int 2, Wis 10, Cha 4
Skills: Hide +6, Swim +9
Feats:  Improved Initiative, Multiattack
Climate/Terrain: Freshwater
Organisation: Solitary, pair, or school (1-4)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: Large (4-5 HD), Huge (6-8 HD)
These strange creatures are found only in fresh water.  They move slowly when walking, but they can swim with great rapidity for short periods.
Combat
Giant crayfish hide until prey comes near, and then leap out attempting to gain surprise.