Updated on October 31, 1998 | [email protected] | Back to Underdark Campaign


Underdark Encounter Tables
... for a campaign set beneath the Forgotten Realms
 
 
Master Encounter Chart
d8+d12 Encounter Notes
2 Helpful Uniques celestials, good drow, good dragons, good undead
3 Underdark Reclusives kuo-toans, driders, myconids
4 Giants and Giant-kin stone giants, hill giants, ogres, ettins, verbeeg, formorian, half-ogres, ogre mages
5 Adventurers many varieties
6 Common Undead skeletons, zombies, normal ghouls, shadows, crawling claws
7 Monsters miscellaneous monsters that don't fit elsewhere -- ropers, mimics, oozes, otyughs, cloakers, darkness elemental, etc.
8 Goblinoid kobold, goblin, orc, hobgoblin, bugbear, gnoll, mongrelmen
9 Merchants/Travelers See Table D
10 Fauna See Table B
11 Flora See Table A
12 Flora (50%) or Fauna (50%) See Table A for Flora ; Table B for Fauna
13 Features & Events See Table C
14 Dwarves, Duergar, and Svirfnebli dwarves, duergar, deep gnomes
15 Drow many varieties, from various cities, with appropriate entourage
16 Humanoids (non-Goblinoid) See Table E
17 Priests of the Underdark Shar, Ibrandul, Cyric, Moander, etc. with appropriate entourage
18 Rare Undead vampires, Ghoul Nobles, ghosts, spectres, revenants, mummies, wraiths
19 Masters of the Underdark sharn, beholders, mind flayers, phaerim, aboleth
20 Deadly Uniques fiends, dragons, liches, powerful wizards, etc.

 
Table A:  Flora   [Back to Top]
d8+d12 Encounter Notes
2 Obliviax Patch of Obliviax:  AC 10; MV 0; HD 1/4; hp 2; THAC0 20; D 0; SA steal memories, cast stolen spells; XP 35.  A patch may have one or two spells still in memory from a passing drow wizard:  magic missile or color spray
3 Brown Mold Patch of Brown Mold:  AC 9; MV 0; HD n/a; hp n/a; THAC0 n/a; D 0; SA drain heat (drains 4d8 hp from victims per round within 5'); SD fire spells cause it to grow, immune to magic except disintegrate, plant-affecting magic, and cold spells; SW cold spells cause it to go dormant for 5d6 turns; XP 15.  A patch typically rests somewhere where animals can't easily  escape it, such as at the bottom of a pit. 
4 Gas Spore Gas Spore (1-3):  AC 9; MV 3; HD 1 hp; THAC0 n/a; D special; SA spores (victim dies in 24 hours unless cure disease is cast), explosion (causes 6d6 damage in 20' radius); SD looks like a beholder; XP 120. 
5 Fungus -- Phycomid Phycomids (1-4):  AC 5; MV 3; HD 5; hp 15; THAC0 15; D d4+2/d4+2; SA alkaline globules (fire up to 12' range), infection (save vs poison or grow mushrooms in d4+4 rounds, inflicts d4+4 damage, and die in d4+4 turns unless disease is cured); SD immune to mind-influence spells; XP 650. 
6 Fungus -- Valuable Either a Herbalism (normal) or Underdark Survival (-2) check is required to identify these as unusual.  These varieties are generally worth 20-40 gp per pound on the open market, and might be used for such things as creating intoxicating beverages, making tough paper, making dyes, or for being especially delicious.  Usually 2-5 lbs of such fungus is found.
7 Fungus -- Medicinal Either a Herbalism (normal) or Underdark Survival (-2) check is required to identify these as medicinal.  Each quarter-pound consumed can either heal d8+1 hp damage over the course of the next hour, or can give a poisoned creature a second save vs. poison to stop any current poison effects.  Rarer varieties can cure more or completely neutralize poison.   Typically 1-2 lbs are found at a time.
8 Fungus - Hallucinogenic Either a Herbalism (normal) or Underdark Survival (-2) check is required to identify these as unusual.  User must save vs. poison or be afflicted with delusional insanity for 2-3 hours.  Save means a mild effect such as occasional hallucinations.  Certain races will pay up to 50 gp per pound of mushrooms (usually 3-12 lbs are found). 
9 Fungus -- Normal poisonous Either a Herbalism (normal) or Underdark Survival (-2) check is required to identify these as poisonous.  Common: eater must save vs. poison or become ill for 2-5 days (MV rate is 3, no attacks are possible, no spellcasting is possible, no natural healing occurs). Rare:  save vs. poison or lose 1-10 hp per day until dead. 
10 Fungus -- Normal, edible Either a small patch with enough to feed one humanoid for 2-3 days, or a large patch that can feed one humanoid for 10-20 days.  Large patches are generally tended by some intelligent race, such as goblins, kobolds, drow, duergar, or derro. 
11 Algae -- Edible Found in stagnant water, enough to feed one humanoid for 1-2 days; must make CN check or contract a disease that leaves the victim feeling weak and tired for 2-5 days (-2 to ST and CN).
12 Fireweed -- Edible This heat-absorbing plant not only is edible, but provides oxygen to the Underdark.  Typically enough to feed one humanoid for 2-5 days but immense patches can be found in any especially warm areas.
13 Algae/Moss -- Poisonous Either a Herbalism (normal) or Underdark Survival (-2) check is required to identify these as poisonous.  Common: eater must save vs. poison or become ill for 2-5 days (MV rate is 3, no attacks are possible, no spellcasting is possible, no natural healing occurs). Rare:  save vs. poison or lose 1-10 hp per day until dead. 
14 Lichen -- Phosphorescent Surrounding tunnel or cavern is lit as if by permanent faerie fire.  Usually, it is hard to dislodge enough lichen to carry any along.
15 Fungus -- Shrieker Shriekers (2-8):  AC 7; MV 1; HD 3; hp 9; THAC0 17; D 0; SD shriek; XP 120.  Any movement or light nearby causes the fungus to shriek; if it can be stopped in one round, the chance of attracting a monster is 1 in 10; if it goes on longer, the chance is 6 in 10.  Check on the tables for Goblinoids, Fauna, Humanoids, Monsters, and Underdark Reclusives. 
16 Green Slime Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
17 Fungus -- Ascomoid Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
18 Fungus -- Violet Fungus Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
19 Yellow Mold Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
20 Shambling Mound Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 

 
Table B:  Fauna   [Back to Top]
d8+d12 Encounter Notes
2 Slug, Giant Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
3 Carrion Crawler Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
4 Centipede, Giant or Megalo- Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
5 Lizard, Pack or Riding Pack Lizard (1-4):  AC 3; MV 9; HD 8; hp 40; THAC0 13; D 2d6 bite; SD immune to most poisons, regenerate 1 hp/half-hour, stick to walls and ceilings; XP 1400. These lizards are 23-27 feet long.  If captured and taken to a city for training, they can be sold for 300 gp each.  10% of lizards encountered are recent escapees, with a cargo carried on a harness (cargo is worth 200-1200 gp, and typically includes food, cloth, spices, other bulky cargo).
Riding Lizards (1-8):  AC 7; MV 16; HD 5; hp 25; THAC0 15; D 2d4/2d4/2d6; SD leaping, sticky pads on feet; XP 975. Riding lizards are much sought as mounts and as food.  Live specimens can be sold to drow for 200-500 gp depending on the age (the younger the better).  Recently slain riding lizards can be sold to goblinoids or especially duerger for 75 gp per carcass.  One lizard can feed 9 people for a day; someone skilled in Cooking can preserve the meat for months.
6 Pedipalp, Large or Huge Large Pedipalp (1-4):  AC 7; MV 12; HD 1+1; hp 6; THAC0 19; D d8; SD immune to poison and acid; XP 35. These insects lack the whips of their larger cousins.
Huge Pedipalp (1-4):  AC 4; MV 12; HD 2+2; hp 12; THAC0 19; D d6/d6/d8; SA grip with pincers; SD immune to poison and acid;  XP 175. 
7 Stirge or Whispering Moth Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
Whisperimg Moths (20-100):  AC 10; MV 1, FL 14; HD 1; hp 1; THAC0 20; D 1; SA swarm (up to 12 attacks per round), insanity (save vs. death or become homicidal maniac for 24-WI hours), douse light (even coninual light can be permanently destroyed); SD reflect all spells cast directly on them; MR special; XP 175. 
8 Osquisp Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
9 Giant Rat Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
10 Bat, Normal Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
11 Lizard, Spitting Crawler Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
12 Spider, Hairy or Large Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
13 Rothe, Deep Rothe (2-20):  AC 7; MV 9; HD 2; hp 12; THAC0 19; D d3/d3/d8; SA charge; SD dancing lights; XP 65.  Notes:  Deep rothe can each cast dancing lights twice per day.  Many encounters with a herd of deep rothe begin with spooky, shimmering lights in the distance.  Live rothe, if captured, can be sold for up to 75 gp each to most Underdark civilizations (drow, dwarves, duergar, goblinoids, etc.).  One rothe can feed 10 people; a person skilled in Cooking can cure the meat so that it lasts for many months. 
14 Cave Fisher or Giant Scarab Beetle Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
Giant Scarab Beetles (1-4):  AC 3; MV 6, Br 1, Jp 12; HD 6; hp 30; THAC0 9; D 2-12; SA flare; SD jump; XP 420.  These inoffensive creatures run away from noise, but if confronted with the undead they attack, creating a bright flare of light that damages undead or other creatures made of shadow or darkness. 
15 Spider, Huge or Giant Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
16 Beetle, Fire or Boring Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
17 Piercer or Shadow Asp Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
18 Rust Monster or Scorpion, Huge Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 
19 Spider, Sword or Hunting Sword Spider (1):  AC 3; MV 6; HD 5+5; hp 30; THAC0 15; D 2-8 bite/2-12 leg/2-12 leg; SA impalement, leap 30'; XP 2000.  Notes:  the impalement leap gets only one attack roll, but if it hits, check victim size:  3 legs if S, 4 legs if M, 5 legs if L, 6 if H, and 8 if G. 
Hunting Spiders (1-3):  AC 4; MV 8, FL 10; HD 3+3; hp 18; THAC0 17; D d3 bite plus poison; SA poison (save at +2 or lose 1 hp per round for 15 rounds starting 10-30 rounds after the bite); SD wings allow jumps of 70'; XP 650.
20 Purple Worm Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP . 

 
Table C:  Features & Events  [Back to Top]
d8+d12 Encounter Notes
2 Dead Magic Area or Wild Magic Area Dead Magic:  An area 20-200 yards  in diameter in which no magic works.  Wild Magic:  an area 10-100 yards in diameter in which magic functions erratically. (see FR Adventures for details)
3 Treasure Roll random treasure type (d10): 
  • 1-5 10-40 cp and 10-30 sp
  • 6-7 2-8 gems and 50% 1-3 art objects
  •   5-30 gp, 1-8 pp, and 60% chance any 2 potions
  • 9   1-4 gems, 2-20 gp, and 20% weapon/armor
  • 10  100-300 cp, 100-400 sp, 40% 100-600 gp, and 40% 1-12 art objects
May be accompanied by Trap, Remains or other encounters.
4 Valuable Mineral Deposit Discovery of a valuable vein of gold, silver, or some gemstone.  Diligent mining can produce 2000-10000gp worth of the mineral, over the course of several weeks.
5 Ruins Discovery of ruins of worked tunnels, passageways, tombs.  Usually 3-5 distinct rooms or areas.  Roll again for monsters on any of the following charts:  Common Undead, Humanoids, Goblinoids, Priests, or Drow.
6 Poisonous Gas Discovery of a leak of poisonous gas in a 10-50 foot radius cloud.  PCs must save vs. poison or fall unconscious, then lose 1 hp per turn until dead.  Those who save must make a new save each round while in the area of effect.
7 Trap Encounter with a simple trap -- a deadfall (does d6 damage, if 6 points done roll as if critical blow to the head), a tripwire on a slope (fall for d6 if DX check at -4 is failed), or a covered pit (fall for d6 plus chance of hitting stone or wooden spikes).  30% chance that some intelligent humanoid checks the trap soon after it is sprung.
8 Animal Remains Discovery of the remains of any animal on the Fauna chart, most likely small animals like lizards and rats.
9 Cave Feature Discovery of an unusual feature in a cave, such as a vertical passage, a hidden passage, an underwater passage, more than one level, a high passage that is unreachable, etc.
10 Unusual Mineral Deposit Discovery of unusual, though not valuable, mineral deposit.  Examples include rock crystal growth, unusual stalagmites and stalactites, color swirls or layers in the surrounding walls or floor, pillars, curtains of limestone, etc.
11 Sound A sound is heard in the distance -- a thud, scream, yell, whisper, scrape, clang, grunt, grind, whack, other sounds.
12 Trip/Fall One random party member slips and falls.  DX check failure means a sprain or strain that requires medical attention.  If no attention is given, the character cannot move enough to travel for the rest of that day.
13 Signs of Passage Discovery of an old campsite, old runes carved on rock, bits of candle, burnt out torches, etc.
14 Water Source Discovery of a small source of fresh water.  Many water sources are fiercely guarded by humanoids or animals. 
15 Cave-in -- Inconvenient Party hears a crash up ahead.  Tunnel is partially blocked and will require 10 man-hours to clear unless they have unusual means at their disposal.
16 Sentient Remains Discovery of a dead humanoid or other sentient being.  Usually such remains are stripped of valuables, but sometimes (10%) they carry typical treasure for their kind.
17 Falling Rocks A rock is dislodged from above, striking a random party member as THAC0 10 (roll for surprise normally, if victim is surprised, no DX bonus applies to AC; if a helmet is worn, no damage, otherwise 1-4; if 4 hp rolled, roll as a critical hit to the head).
18 Cave-in -- Deadly The section of tunnel around the party collapses, doing 10-40 hp damage and trapping characters under heavy rocks.  Unless freed by someone, or unless they can lift 200-300 lbs, they are trapped.  If freed, they still need to spend 20-40 man-hours clearing the passage enough to continue in either direction.
19 Drow Marker Either a drow way-marker rune (typically enchanted with either lightning bolt or repulsion spells) or a drow sacred glyph (usually enchanted with fire trap or Evard's black tentacles).  Usually these are placed to guard some other feature (water, radiation area, valuable food source, mineral deposit, or treasure) but sometimes they are left-over remnants that are no longer used but are still deadly.
20 Underdark Radiation Discovery of an area of natural radiation.  Characters with infravision perceive a soft purple glow in the area, which lights up the area as if it were daylight but doesn't harm the eyes of beings sensitive to light.  Many radiation areas are guarded by the drow, who use this radiation to power their unusual brand of magical weapons and armor.  Some radiation areas are used to store freshly-made weapons and armor until they are radiated enough.  Some areas that are not guarded by drow are protected by drow waymarkers/runes.

 
Table D: Merchants and Travelers  [Back to Top]
d8+d12 Encounter Notes
2 Ilithid Slavers Mind Flayers (1-2):
Grimlocks (3-12):
Charmed Drow Warriors(0-3):
Slaves (10-30):
3 Beholder Slavers
4 Derro Merchants
5 Hobgoblin Merchants
6 Human Merchants
7 Kobold Merchants
8 Ogrish Merchants
9 Dwarven Weaponsmiths
10 Orcish Merchants
11 Goblin Merchants
12 Dwarven Merchants
13 Drow Merchants
14 Svirfneblin Merchants
15 Duergar Caravan
16 Human Merchants
17 Gnollish Merchants
18 Bugbear Traders
19 Elvish Merchants
20 Kuo-Toan Merchants

 
Table E:  Humanoids (Other than Goblinoids)  [Back to Top]
d8+d12 Encounter Notes
2 Trolls with Shaman
3 Were-bat
4 Trolls
5 Quaggoths with Jald and Thonot Quaggoths (d12+12):  AC 6; MV 12; HD 2+2; hp 11; THAC0 19; D d4 claw/d4 claw; SA berserk rage; SD immune to poison; XP 175.
Jald:  AC 5; MV 12; HD 3+3; hp 18; THAC0 17; D d6+1 bow or d4+1 claw/d4+1 claw; SA berserk rage; SD immune to poison; XP 270.
Thonot:  AC 6; MV 12; HD 3+3; hp 21; THAC0 16; D d8+1 drow mace +1; SA psionics, berserk rage; SD psionics; XP 1400.  Psionics:  Lv3, MT/MBl, PS 15, PSPs 50; telekinesis, control flames, molecular agitation; shadow form, cell adjustment, expansion, reduction.
Notes:  This band is searching for new territory for its tribe.  It cautiously approaches non-agressive parties to get news of food, water and monster activities in the tunnels ahead.  The quaggoths speak halting common.  They will avoid parties containing drow, and will outright attack surface elves.  The Thonot or Jald holds (or wears) the band's minor treasure:  10-40 cp, 10-30 gp, 2-20 gp, 2-8 gems, and 1-3 art objects.
6 Bainligor Young Bainligor (2-20):  AC 7 (1 vs. missiles); MV 6, Jump 9; HD 2+1; hp 10; THAC0 19; D d4 claws/d4 bite; SA jump, stun prey; SD dodge missiles; SW deafness spell blinds; XP 270.
Adult Bainligor (2-12):  AC 7 (1 vs. missiles); MV 6, Jump 9; HD 4+3; hp 20; THAC0 17; D d6 claws/d6 bite; SA jump, stun prey; SD dodge missiles; SW deafness spell blinds; XP 650.
Middle-aged Bainligor (1-3):  AC 7 (1 vs. missiles); MV 6, Jump 9; HD 6+5; hp 30; THAC0 15; D d6+1 claws/d6+1 bite; SA jump, stun prey; SD dodge missiles; SW deafness spell blinds; XP 975.
Notes:  These primitive bat people attack in swarms, using their stun ability to leave victims almost defenseless.  The older leaders each carry treasure type Q.  (see Dragon Magazine #227)
7 Troglodytes with Shaman
8 Gargoyles
9 Quaggoths Quaggoths (2d12):  AC 6; MV 12; HD 2+2; hp 11; THAC0 19; D d4 claw/d4 claw; SA berserk rage; SD immune to poison; XP 175.
Hunting Spiders (1-3):  AC 4; MV 8, FL 10; HD 3+3; hp 18; THAC0 17; D d3 bite plus poison; SA poison (save at +2 or lose 1 hp per round for 15 rounds starting 10-30 rounds after the bite); SD wings allow jumps of 70'; XP 650.
Notes:  This is a hunting band working for a nearby encampment of drow.  If more than half of the quaggoths are killed, the rest flee, returning to the location of the battle within 2 hours with drow accompanying (choose off Drow Table).
10 Were-rats
11 Lizard Men
12 Troglodytes
13 Jermalaines
14 Grimlocks
15 Lizard Men with Priest
16 Hook Horrors
17 Pech
18 Minotaurs
19 Doppleganger or Glouras Glouras (1-2):  AC 4; MV 16, FL 3, Br 3; HD 4+4; hp 20; THAC0 15; D d8; SA charm; SD servants; MR 20%; XP 650.   These little faeries typically are accompanied by large spiders, giant bats, or charmed goblinoids as guards.  They will leave travellers alone but might charm groups in order to fight off some greater menace.
20 High Minotaurs

 
Table x:  x   [Back to Top]
d8+d12 Encounter Notes
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Monster Template:  AC ; MV ; HD ; hp ; THAC0 ; D ; SA ; SD ; SW ; MR ; XP .



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