Men
Medium humanoid
Human adversaries are common encounters in the wilderness and on the road. All human types share the same basic stat block unless noted; what differs is their morale, equipment, numbers, and behavior. Any group of 30 or more fighters will include a leader of 4th level, and larger forces include clerics or magic-users at the Referee's discretion.
Bandit
Medium humanoid
Armor Class: variable
Hit Dice: 1 (average 5 hp)
Movement: 90 ft
Attacks: 1 weapon (1d6)
Morale: 7
Alignment: Chaotic
XP: 100
Description
Bandits are outlaws who prey on travelers and small settlements. They ambush caravans, demand tolls, and strike isolated farmsteads. Most are desperate rather than organized.
Tactics / Notes
Bandits fight only when the odds favor them. If outnumbered or outgunned, they flee. A bandit chief (4 HD) leads groups of 30 or more.
Treasure
Bandits carry modest coin and goods. Type A for lair.
Berserker
Medium humanoid
Armor Class: 7
Hit Dice: 1+1 (average 5 hp)
Movement: 90 ft
Attacks: 1 weapon (1d8)
Morale: 12 (never checks while berserk)
Alignment: Neutral
XP: 100
Description
Berserkers are warriors who enter a battle-frenzy that banishes all fear and pain. They are found in the north, among certain tribal peoples, and among the followers of war-gods.
Special Abilities
Battle Frenzy: Berserkers never check morale once combat has begun. They fight to the death, ignore wounds, and gain +1 to all attack rolls while berserk.
Tactics / Notes
Berserkers charge without hesitation and attack the nearest enemy. They cannot be reasoned with once battle starts. Some leaders (4 HD) direct them before combat; once it begins, they are on their own.
Treasure
Type A for lair; little on person.
Brigand
Medium humanoid
Armor Class: 5
Hit Dice: 1 (average 5 hp)
Movement: 90 ft
Attacks: 1 weapon (1d8)
Morale: 8
Alignment: Chaotic
XP: 100
Description
Brigands are a more organized and dangerous variety of bandit — former soldiers or mercenaries who have turned to raiding. They wear better equipment and fight in organized groups.
Tactics / Notes
Brigands establish fortified lairs and raid systematically. A brigand chief (typically 5–6 HD, a high-level fighter) leads them. Large brigand bands include a lieutenant (3–4 HD) per 20 fighters.
Treasure
Type A for lair; better equipped than bandits.
Dervish
Medium humanoid
Armor Class: 5
Hit Dice: 1+1 (average 5 hp)
Movement: 90 ft
Attacks: 1 weapon (1d8)
Morale: 10
Alignment: Lawful
XP: 100
Description
Dervishes are fanatical holy warriors — pilgrims on a sacred journey, members of a militant religious order, or crusaders fighting for their faith. They are not bandits; they have purpose.
Special Abilities
Religious Fervor: Dervishes fight at +1 to morale checks and attack in the service of their faith. They will not retreat from a holy duty.
Tactics / Notes
Dervishes are organized and disciplined. They have a leader (4 HD cleric) per 30 fighters. They will not attack unless their holy mission is threatened, but they fight without quarter when they do.
Treasure
Type A, typically dedicated to their temple.
Nomad
Medium humanoid
Armor Class: 7
Hit Dice: 1 (average 5 hp)
Movement: 90 ft (on foot) / 240 ft (mounted)
Attacks: 1 weapon or bow (1d6)
Morale: 8
Alignment: Neutral
XP: 100
Description
Nomads are tribal horsemen of the open plains and steppes. They are skilled riders and archers. They do not lair in one place — they follow the herds and seasons.
Special Abilities
Mounted Archery: Nomad cavalry can fire bows at full movement without penalty.
Tactics / Notes
50% of nomad forces are light cavalry (bow-armed); 50% are medium cavalry (lance and sword). They prefer hit-and-run attacks, using mobility to avoid direct engagement. A chief (5–6 HD) leads every 30 warriors.
Treasure
Nomads carry little of fixed value; Type A for the tribal camp.
Buccaneer
Medium humanoid
Armor Class: 7
Hit Dice: 1 (average 5 hp)
Movement: 90 ft
Attacks: 1 weapon (1d6)
Morale: 7
Alignment: Neutral
XP: 100
Description
Buccaneers are sea raiders who operate outside the law but are not purely piratical — they target specific enemies (foreign nations, merchant consortiums) rather than attacking indiscriminately.
Tactics / Notes
Buccaneers fight aboard ships using boarding tactics. They are competent fighters with good morale when winning and poor morale when losing. A buccaneer captain (5 HD) leads every 30 fighters.
Treasure
Type A.
Pirate
Medium humanoid
Armor Class: 7
Hit Dice: 1 (average 5 hp)
Movement: 90 ft
Attacks: 1 weapon (1d6)
Morale: 9
Alignment: Chaotic
XP: 100
Description
Pirates attack any vessel, regardless of flag or cargo. They are more aggressive and more brutal than buccaneers.
Tactics / Notes
Pirates have higher morale than buccaneers — they are experienced fighters who chose this life. A pirate captain (5–6 HD, often a high-level fighter) leads every 30. They fight to seize ships and cargo, not to massacre — prisoners are sometimes ransomed.
Treasure
Type A; pirate ships carry significant coin and goods.
Caveman
Medium humanoid
Armor Class: 9
Hit Dice: 2 (average 7 hp)
Movement: 90 ft
Attacks: 1 club or stone weapon (1d8)
Morale: 7
Alignment: Neutral
XP: 200
Description
Cavemen are primitive humans of the deep wilderness or underground regions — stone-age peoples who have never encountered civilization. They use bone, stone, and wood weapons and live in caves.
Tactics / Notes
Cavemen are not malicious — they are frightened and territorial. They may flee, attack, or attempt clumsy communication depending on the situation. Referees should treat first contact with cavemen as a potential interaction rather than automatic combat.
Treasure
Nil meaningful; perhaps animal skins, crude ornaments.
Merman
Medium humanoid (aquatic)
Armor Class: 7
Hit Dice: 1+1 (average 5 hp)
Movement: 30 ft on land / 120 ft swimming
Attacks: 1 weapon (1d6)
Morale: 8
Alignment: Neutral
XP: 100
Description
Mermen have the upper bodies of humans and the lower bodies of fish. They dwell in coastal waters, river mouths, and deep lakes. They are intelligent and have their own society.
Tactics / Notes
Mermen are nearly helpless on land (−4 to all actions) but deadly in water. They fight with spears, tridents, and nets. A king or chief (3 HD) leads groups of 30 or more. Mermen can sometimes be negotiated with — they have their own concerns and may trade information about undersea dangers.
Treasure
Type A (stored in underwater vaults).