The following information is from: JL Worth’s site
(was on Geocities, but long gone now)
Ankheg
AL: Neutral, AC 2, MV 12 {BR 6}
Hit dice: 3-8 {8 in BG}, Thaco 17-13 {13 in BG}
#AT: 1, Dmg: 3d6{crush}+1d4{acid}
Special attacks: Squirt acid to a distance of 30 feet causing 8d4 damage (vs poison for half)
XP Value: 175-975 {975XP in BG}
Basilisk, Lesser
AL: Nil, AC 4, MV 6
Hit dice: 6+1, Thaco 15
#AT: 1, Dmg: 1d10
Special attacks: Gaze turns to stone (vs death to negate)
XP Value: 1400
Basilisk, Greater
AL: Neutral, AC 2, MV 6
Hit dice: 10, Thaco 11
#AT: 3, Dmg: 1d6/1d6/2d8
Special attacks: Gaze turns to stone (vs death to negate), Claws carry K type poison (vs poison with +4 bonus to resist)
XP Value: 7000
Bear, Black
AL: Neutral, AC 7, MV 12
Hit dice: 3+3, Thaco 17
#AT: 3, Dmg: 1d3/1d3/1d6
Special attacks: Hug, if paw hits with an 18 or better it causes another 2d4 damage
XP Value: 175
Bear, Brown
AL: Neutral, AC 6, MV 12
Hit dice: 5+5, Thaco 15
#AT: 3, Dmg: 1d6/1d6/1d8
Special attacks: Hug, if paw hits with an 18 or better it causes another 2d6 damage
XP Value: 420
Bear, Cave
AL: Neutral, AC 6, MV 12
Hit dice: 6+6, Thaco 13
#AT: 3, Dmg: 1d8/1d8/1d12
Special attacks: Hug, if paw hits with an 18 or better it causes another 2d8 damage
XP Value: 650
Bear, Polar
AL: Neutral, AC 6, MV 12 (SW 9)
Hit dice: 8+8, Thaco 11
#AT: 3, Dmg: 1d10/1d10/2d6
Special attacks: Hug, if paw hits with an 18 or better it causes another 3d6 damage
XP Value: 1400
Carrion Crawler
AL: Neutral, AC 3/7 {3 in BG}, MV 12
Hit dice: 3+1, Thaco 17
#AT: 1 or 8, Dmg: Special or 1d2
Special attacks: Paralysis for 2d6 turns (vs death to resist), when it’s victim is
paralyzed it will attack with all 8 tentacles
XP Value: 420
Doppleganger
AL: Neutral, AC 5, MV 9
Hit dice: 4, Thaco 17
#AT: 1, Dmg: 1d12
Special attacks: Surprise
Special defenses: Immune to charm and sleep spells and rolls saving throws
as a 10th level fighter
XP Value: 420 {975XP in BG}
{Note: The Dopplegangers in BG are tougher than these stats and are usually
evil in alignment}
Ettercap
AL: Neutral Evil, AC 6, MV 12
Hit dice: 5, Thaco 15
#AT: 3, Dmg: 1d3/1d3/1d8
Special attacks: Poison (vs poison to resist), dies within 1d4 turns
Special defenses: Traps
XP Value: 650
Gnoll
AL: Chaotic Evil, AC 5(10) {5 in BG}, MV 9
Hit dice: 2, Thaco 19
#AT: 1, Dmg: 2d4(or by weapon) {halberds are used in BG}
XP Value: 35
– Leaders and Guards 65
– Leader 120
– Chieftain 120
Gnoll (Flind)
AL: Lawful Evil, AC 5(10) {5 in BG}, MV 12
Hit dice: 2+3, Thaco 17
#AT: 1 or 2, Dmg: 1d6 or 1d4 (or by weapon) {halberds are used in BG}
Special attacks: Disarm
XP Value: 120
Golem, Flesh
AL: Neutral, AC 9, MV 8
Hit dice: 9 (40 hit points), Thaco 11
#AT: 2, Dmg: 2d8/2d8
Special defense: – Can only be struck by magical weapons
– Fire and cold based spells merely slow them for 2d6 rounds
– Electrical attack restores 1 hit point for each die of damage it would have
normally done
– All other spells are ignored
XP Value: 2000
Invisible Stalker
AL: Neutral, AC 3, MV 12, Fl 12(A)
Hit dice: 8, Thaco 13
#AT: 1, Dmg: 4d4
Special attacks: Surprise
Special defenses: Invisibilty, imposes a -2 to attack against attackers
Magic Resistance: 30%
XP Value: 3000
Kobold
AL: Lawful Evil, AC 7(10) {7 in BG}, MV 6
Hit dice: 1d4, Thaco 20
#AT: 1, Dmg: 1d4 or 1d6 (or by weapon) {bows/arrows and short sword are
used in BG}
XP Value: 7
– Chiefs/guards 15
Ogre
AL: Chaotic Evil, AC 5, MV 9
Hit dice: 4+1, Thaco 17
#AT: 1, Dmg: 1d10 (or by weapon +6)
Special Attacks: +2 to damage
XP Value: 270
– Leader 650
– Chieftain 975
Ogre Mage
AL: Lawful Evil, AC 4, MV 9, Fl 15(B)
Hit dice: 5+2, Thaco 15
#AT: 1, Dmg: 1d12
Special Attacks: Magic Spells
XP Value: 650
– Chieftain 975
Ogre, Half
AL: Chaotic Evil, AC 5(9) {5 in BG}, MV 12
Hit dice: 2+6, Thaco 17
#AT: 1, Dmg: 2d4 (or by weapon)
XP Value: 270
Ogre, Half, Ogrillon
AL: Chaotic Evil, AC 6, MV 12
Hit dice: 2+4, Thaco 17
#AT: 2, Dmg: 1d6+1
XP Value: 175
Ooze/Slime/Jelly, Mustard Jelly
AL: Neutral, AC 4, MV 9
Hit dice: 7+14, Thaco 13
#AT: 1 or 2, Dmg: 5d4
Special Attacks: Secretes a vapor over a 10-foot radius (vs poison each round
to resist) and causes the victim to move at half normal speed, it last for two
rounds and are cumulative.
Special Defenses: – +1 or better magical weapons to hit
– Magic Missile heals jelly up to the amount of damage caused
– Impervious to normal and electrical attacks
– Cold causes half damage only
Magic Resistance: 10%
XP Value: 4000
Skeleton
AL: Neutral, AC 7, MV 12
Hit dice: 1, Thaco 19
#AT: 1, Dmg: 1d6 (or by weapon)
Special Defenses: – Immune to all fear, sleep, charm, and hold spells
– Cold based attacks causes no damage
– Edged or piercing weapons only inflict half damage
XP Value: 65
Skeleton Warrior
AL: Neutral Evil, AC 2, MV 6
Hit dice: 9+2 to 9+12 (9+12 in BG), Thaco 11
#AT: 1, Dmg: By weapon (+3 to attack roll)
Special Attacks: Mere sight of a skeleton warrior causes any creature with
fewer than 5 hit dice to flee in panic
Special Defenses: Only magical weapons affect skeleton warriors
Magic Resistance: 90%
XP Value: 4000
Wolf
AL: Neutral, AC 7, MV 18
Hit dice: 3, Thaco 18
#AT: 1, Dmg: 1d4+1
Special defenses: +1 vs charm
XP Value: 120
Wolf, Worg
AL: Neutral Evil, AC 6, MV 18
Hit dice: 3+3, Thaco 17
#AT: 1, Dmg: 2d4
XP Value: 120
Wolf, Dire
AL: Neutral, AC 6, MV 18
Hit dice: 4+4, Thaco 15
#AT: 1, Dmg: 2d4
XP Value: 175
Wolf, Winter
AL: Neutral Evil, AC 5, MV 18
Hit dice: 6, Thaco 15
#AT: 1, Dmg: 2d4
Special attacks: Frost, once every ten rounds a stream of frost within 10 feet
causes 6d4 damage (vs breath weapon for half)
Special defenses: Cold attacks causes damage, fire bases attacks cause an
additional point of damage per die
Special Value: If the pelt is in good condition, it is worth 5000gp {500gp in
BG}
XP Value: 975
Key to some terms:
AL = Alignment
AC = Armor Class
MV = Movement rate
Hit Dice = Each Hit Dice is assume to be rolled on a d8 (1-8) unless stated
otherwise
#AT = Number of attacks per round
Dmg = Damage
NOTE: It is so easy to cut and paste, but do give credit for to the person
who actually typed this info up in the first place. (JL Worth)